Class ProceduralAnimatorSetupWindow
EditorWindow for generating a minimal ProceduralAnimator setup with periodic oscillation idle animation.
Stepped wizard (Rig -> Bone Mapping -> Bone Selection -> Idle Layer -> Summary), mirroring
Serenity.GameSave.Infrastructure.Editor.Builder.CreateGameSaveSettingsWindow's shape: the
scaffolding — the titled header and breadcrumb, the body scroll, and the footer with its error gate —
comes from Serenity.Global.Infrastructure.Editor.SerenityStepWizardWindow`1; this window declares only its own step table
and what the primary action does. Under the file-size ratchet, the prefab
rig-scanning workflow is extracted into Serenity.ProceduralAnimator.Infrastructure.Editor.ProceduralAnimatorRigScanCoordinator (mirroring
the existing ProceduralAnimatorSetupOrchestrator engine class beside it), and each
non-trivial step body is an extracted *StepGui collaborator holding that step's own scroll/filter
state: Serenity.ProceduralAnimator.Infrastructure.Editor.ProceduralAnimatorWizardBoneMappingStepGui,
Serenity.ProceduralAnimator.Infrastructure.Editor.ProceduralAnimatorWizardBoneSelectionStepGui and
Serenity.ProceduralAnimator.Infrastructure.Editor.ProceduralAnimatorWizardIdleLayerStepGui.
Inheritance
ProceduralAnimatorSetupWindow
Assembly: Serenity.UnityProceduralAnimator.Infrastructure.Editor.dll
Syntax
public class ProceduralAnimatorSetupWindow : SerenityStepWizardWindow<ProceduralAnimatorSetupWindow.WizardStep>
Constructors
ProceduralAnimatorSetupWindow()
Declaration
public ProceduralAnimatorSetupWindow()
Properties
Declaration
protected override string PrimaryButtonLabel { get; }
Property Value
WindowTitle
Declaration
protected override string WindowTitle { get; }
Property Value
Methods
BuildSteps()
Declaration
protected override WizardStepDescriptor<ProceduralAnimatorSetupWindow.WizardStep>[] BuildSteps()
Returns
| Type |
Description |
| WizardStepDescriptor<WizardStep>[] |
|
OnPrimaryAction()
Generates and applies in place, with no ping and no navigation — this window writes a
prefab and a folder of assets rather than one definition to reveal, so neither
Serenity.Global.Infrastructure.Editor.SerenityStepWizardWindow`1.FinishWithAsset(System.String,`0) nor
Serenity.Global.Infrastructure.Editor.SerenityStepWizardWindow`1.PingAndGoTo(System.String,`0,System.Boolean) applies: the run reports itself through
the Summary step's own result panel and the activity log, exactly as before.
Declaration
protected override void OnPrimaryAction()
ShowWindow()
Declaration
public static void ShowWindow()
ShowWindow(GameObject)
Opens the window pre-seeded with model as the target prefab, for a caller
(the Animation Hub) that already has a resolved model in hand instead of expecting the user to drag
one into the Target Prefab field. Assigns the same Serenity.ProceduralAnimator.Infrastructure.Editor.ProceduralAnimatorSetupWindow._targetPrefab field the field itself
would receive from that drag, then runs it through the window's own Serenity.ProceduralAnimator.Infrastructure.Editor.ProceduralAnimatorSetupWindow.OnPrefabChanged —
the exact resolution path (name prefix, root path, existing rig definition) a manual assignment
triggers.
Declaration
public static void ShowWindow(GameObject model)
Parameters
| Type |
Name |
Description |
| GameObject |
model |
|