Class CreateCutsceneWindow
Step-by-step window for creating a cutscene: pick a stage template, edit the stages, choose a rig, opt into a no-code play trigger, then create. The stepped-wizard scaffolding — the titled header and breadcrumb, the body scroll, the footer and its error gate, and the select-and-ping a finished run ends with — comes from Serenity.Global.Infrastructure.Editor.SerenityStepWizardWindow`1; this window declares only its own step table and what the primary action does. The window only collects input; CutsceneCreator does the asset/script work (and registers the new definition into the player settings).
Namespace: Serenity.CutscenePlayer.Installation.Settings.Editor.Builder
Assembly: Serenity.UnityCutscenePlayer.Installation.Editor.dll
Syntax
public sealed class CreateCutsceneWindow : SerenityStepWizardWindow<CreateCutsceneWindow.WizardStep>
Constructors
CreateCutsceneWindow()
Declaration
public CreateCutsceneWindow()
Properties
PrimaryButtonLabel
Answers the terminal case itself: the base footer has no "run finished" overload, so the window says both what the button reads and — in OnPrimaryAction() — what it does.
Declaration
protected override string PrimaryButtonLabel { get; }
Property Value
| Type | Description |
|---|---|
| string |
WindowTitle
Declaration
protected override string WindowTitle { get; }
Property Value
| Type | Description |
|---|---|
| string |
Methods
BuildSteps()
The step table, in navigation order. Rig is the one row that comes and goes: it is hidden when the
cutscene has no content to host (a pure fade transition) — no rig-wanting preset and no PlayTimeline
stage — which is the VisibleSteps() list this window used to rebuild on every repaint.
Template settles the stage list on the way out, whichever way it is left, because the seeded stages
can add a PlayTimeline stage that reveals Rig and shifts every row after it.
Declaration
protected override WizardStepDescriptor<CreateCutsceneWindow.WizardStep>[] BuildSteps()
Returns
| Type | Description |
|---|---|
| WizardStepDescriptor<WizardStep>[] |
OnPrimaryAction()
Declaration
protected override void OnPrimaryAction()
Open()
Declaration
public static void Open()