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    Struct AchievementWizardSummary.ProjectState

    What the project already holds at the paths this run targets, resolved once by the caller.

    Inherited Members
    ValueType.Equals(object)
    ValueType.GetHashCode()
    ValueType.ToString()
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetType()
    Namespace: Serenity.Achievements.Infrastructure.Editor.Builder
    Assembly: Serenity.UnityAchievements.Infrastructure.Editor.dll
    Syntax
    public readonly struct AchievementWizardSummary.ProjectState
    Remarks

    A parameter object rather than three loose arguments, and a plain snapshot rather than an AssetDatabase lookup, so the summary stays a pure function of what the window saw.

    Constructors

    ProjectState(bool, string, bool)

    Captures what the window found.

    Declaration
    public ProjectState(bool settingsAssetExists, string settingsAssetPath, bool settingsAssetHasBackend)
    Parameters
    Type Name Description
    bool settingsAssetExists
    string settingsAssetPath
    bool settingsAssetHasBackend

    Properties

    SettingsAssetExists

    Declaration
    public bool SettingsAssetExists { get; }
    Property Value
    Type Description
    bool

    Whether an asset already sits at the run's settings path.

    SettingsAssetHasBackend

    Declaration
    public bool SettingsAssetHasBackend { get; }
    Property Value
    Type Description
    bool

    Whether that already-existing settings asset already points at a backend.

    SettingsAssetPath

    Declaration
    public string SettingsAssetPath { get; }
    Property Value
    Type Description
    string

    The run's settings path, named in the "keep the assigned backend" line.

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