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    Class CreateGameGeneratedAssets

    Every generated-asset path Generate(string, CreateGameGeneratedAssets) wires onto the boot scene's installer. Caller-built — typically from a SerenityRecipeReport's RecipeAssetAction.AssetPath entries after running the minimal-loop recipe through SerenityRecipeEngine. The generator only loads these paths into asset references; it never derives or re-computes them itself.

    Inheritance
    object
    CreateGameGeneratedAssets
    Inherited Members
    object.ToString()
    object.Equals(object)
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetHashCode()
    object.GetType()
    Namespace: Serenity.CreateGame.Infrastructure.Editor
    Assembly: Serenity.UnityCreateGame.Infrastructure.Editor.dll
    Syntax
    public sealed class CreateGameGeneratedAssets

    Constructors

    CreateGameGeneratedAssets()

    Declaration
    public CreateGameGeneratedAssets()

    Fields

    ConsoleLogSettingsPath

    Declaration
    public string ConsoleLogSettingsPath
    Field Value
    Type Description
    string

    FileLogSettingsPath

    Declaration
    public string FileLogSettingsPath
    Field Value
    Type Description
    string

    GameModeSettingsDefinitionPath

    Declaration
    public string GameModeSettingsDefinitionPath
    Field Value
    Type Description
    string

    InitializationPipelineProfilePath

    Declaration
    public string InitializationPipelineProfilePath
    Field Value
    Type Description
    string

    LocalizationSettingsPath

    Declaration
    public string LocalizationSettingsPath
    Field Value
    Type Description
    string

    LogProfilePath

    Declaration
    public string LogProfilePath
    Field Value
    Type Description
    string

    MenuServiceSettingsDefinitionPath

    Declaration
    public string MenuServiceSettingsDefinitionPath
    Field Value
    Type Description
    string

    ModalServiceSettingsDefinitionPath

    Declaration
    public string ModalServiceSettingsDefinitionPath
    Field Value
    Type Description
    string

    PlayerInputSettingsDefinitionPath

    The four the shipped installer prefab pins. Empty means the project owns no asset of that type, and the prefab's own pin is kept.

    Declaration
    public string PlayerInputSettingsDefinitionPath
    Field Value
    Type Description
    string

    SelectedSettingsFieldNames

    The settings field names of the systems this run installs. A system missing from this set is written explicitly empty onto the generated scene's installer, so an unselected subsystem never boots on the shipped prefab's pin.

    Declaration
    public HashSet<string> SelectedSettingsFieldNames
    Field Value
    Type Description
    HashSet<string>

    SettingsListPathsByFieldName

    The collection counterpart of SettingsPathsByFieldName.

    Declaration
    public Dictionary<string, List<string>> SettingsListPathsByFieldName
    Field Value
    Type Description
    Dictionary<string, List<string>>

    SettingsPathsByFieldName

    Every installable system's project-owned settings asset path, keyed by the installer field it wires (SerenityInstallableSystem.SettingsFieldName). Populated by the wizard for the systems the run installs; a field also named by one of the paths above keeps that value.

    Declaration
    public Dictionary<string, string> SettingsPathsByFieldName
    Field Value
    Type Description
    Dictionary<string, string>

    SystemConfigurationSettingsPath

    Declaration
    public string SystemConfigurationSettingsPath
    Field Value
    Type Description
    string

    UiSettingsPath

    Declaration
    public string UiSettingsPath
    Field Value
    Type Description
    string
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