Class CreatePlayerInputWindow
Step-by-step window for creating or updating the PlayerInput aggregate's asset chain in one run. Mirrors
CreateGameModeSettingsWindow's shape: the window only collects input and renders results,
PlayerInputCreator does the actual validation and generation work — this window never
mutates an asset directly. The stepped-wizard scaffolding — the header and breadcrumb, the body scroll,
the footer and its error gate, the skip-aware Back/Next scan, 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.
Namespace: Serenity.InputGateway.Installation.Editor.Builder
Assembly: Serenity.UnityPlayerInput.Installation.Editor.dll
Syntax
public sealed class CreatePlayerInputWindow : SerenityStepWizardWindow<CreatePlayerInputWindow.WizardStep>
Constructors
CreatePlayerInputWindow()
Declaration
public CreatePlayerInputWindow()
Properties
PrimaryButtonLabel
Re-read every repaint off the cached target description, so the button says "Create" or "Update" from whichever Definition the current Id and folder resolve to.
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<CreatePlayerInputWindow.WizardStep>[] BuildSteps()
Returns
| Type | Description |
|---|---|
| WizardStepDescriptor<WizardStep>[] |
OnPrimaryAction()
Lands on Done through the base's UNGATED Serenity.Global.Infrastructure.Editor.SerenityStepWizardWindow`1.PingAndGoTo(System.String,`0,System.Boolean) rather than Serenity.Global.Infrastructure.Editor.SerenityStepWizardWindow`1.FinishWithAsset(System.String,`0): this wizard never latched a terminal run (it has no "Create another" restart, and its Done panel is the end of the road), and the jump it hand-rolled went straight at the controller with no error gate installed.
Declaration
protected override void OnPrimaryAction()
Open()
Declaration
public static void Open()