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    Class CreateGameSaveSettingsWindow

    Step-by-step window for creating (or updating) the project-wide UnityGameSaveSettings asset, plus optionally its backend. The stepped-wizard scaffolding — the 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 and renders results, GameSaveCreator does the actual validation and generation work.

    Inheritance
    object
    CreateGameSaveSettingsWindow
    Namespace: Serenity.GameSave.Infrastructure.Editor.Builder
    Assembly: Serenity.UnityGameSave.Infrastructure.Editor.dll
    Syntax
    public sealed class CreateGameSaveSettingsWindow : SerenityStepWizardWindow<CreateGameSaveSettingsWindow.WizardStep>

    Constructors

    CreateGameSaveSettingsWindow()

    Declaration
    public CreateGameSaveSettingsWindow()

    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()

    Declaration
    protected override WizardStepDescriptor<CreateGameSaveSettingsWindow.WizardStep>[] BuildSteps()
    Returns
    Type Description
    WizardStepDescriptor<WizardStep>[]

    OnPrimaryAction()

    Declaration
    protected override void OnPrimaryAction()

    Open()

    Declaration
    public static void Open()
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