Class SerenityInitPipelineSimulatorWindow
Dry-run simulator for a boot pipeline (UnityInitializationPipelineProfile): mark any tasks as
"will fail" and run a simulated boot to see how the criticality rules play out — a critical failure
halts the boot and skips the rest, while a non-critical failure is logged and boot continues.
Designers get to answer "what happens if this task fails?" and "how far does the progress bar get?" without
actually running (or breaking) the game.
Namespace: Serenity.InitializationPipeline.Infrastructure.Editor.Builder
Assembly: Serenity.UnityInitializationPipeline.Infrastructure.Editor.dll
Syntax
public class SerenityInitPipelineSimulatorWindow : EditorWindow
Remarks
Reads the profile and its referenced task assets through UnityEditor.SerializedObject (no reference to the
InitializationPipeline Domain/Infrastructure assemblies for that reading logic). The simulation itself
delegates to InitializationPipelineCriticalityRule (Business/InitializationPipeline/Application)
— the SAME rule InitializationPipelineService.RunAsync uses — so this preview can no longer drift from
runtime behavior. It still does not execute the tasks, so it cannot detect failures the tasks would raise on
their own; it only models the failures you inject here. The strongly-typed Open(UnityInitializationPipelineProfile)
overload is a narrow, additive exception to the decoupling above: it only calls
UnityEditor.AssetDatabase.GetAssetPath(UnityEngine.Object) on the given profile to preselect it in the
asset list — every other read still goes through the generic UnityEditor.SerializedObject path.
Constructors
SerenityInitPipelineSimulatorWindow()
Declaration
public SerenityInitPipelineSimulatorWindow()
Methods
Open()
Opens the init pipeline simulator window.
Declaration
public static void Open()
Open(UnityInitializationPipelineProfile)
Opens the init pipeline simulator window with profile preselected — for a caller
(e.g. CreateInitializationPipelineProfileWindow) that already knows exactly which profile the
user wants to dry-run, instead of leaving them to find it in the plain asset-list dropdown. Falls
back to whatever the window would otherwise select (its previous selection, or the first asset) when
profile is null or not resolvable to a project asset path.
Declaration
public static void Open(UnityInitializationPipelineProfile profile)
Parameters
| Type | Name | Description |
|---|---|---|
| UnityInitializationPipelineProfile | profile |