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    Class CreateSequencePlayerWindow

    Step-by-step window for creating (or updating) one project's SequencePlayer asset chain — the ordered UnitySequenceDefinition assets and the single UnitySequencePlayerSettings that references them. The stepped-wizard scaffolding — the header and breadcrumb, the body scroll, the footer and 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. It never mutates an asset itself: SequencePlayerCreator does the actual validation and generation work.

    The only wizard that also touches the open scene. SequencePlayer has no installer (see SequencePlayerCreator's type doc) — the assets this wizard creates are inert until a UnitySequencePlayerService exists somewhere in a loaded scene. The Done step offers an explicit, Undo-registered "Place service in open scene" button rather than doing it automatically: scene mutation is a materially different, less reversible-by-review action than asset creation, and a project may already have a service placed (or intentionally place its own subclass) that this wizard must never duplicate silently.

    Inheritance
    object
    CreateSequencePlayerWindow
    Namespace: Serenity.SequencePlayer.Infrastructure.Editor.Builder
    Assembly: Serenity.UnitySequencePlayer.Infrastructure.Editor.dll
    Syntax
    public sealed class CreateSequencePlayerWindow : SerenityStepWizardWindow<CreateSequencePlayerWindow.WizardStep>

    Constructors

    CreateSequencePlayerWindow()

    Declaration
    public CreateSequencePlayerWindow()

    Properties

    PrimaryButtonLabel

    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<CreateSequencePlayerWindow.WizardStep>[] BuildSteps()
    Returns
    Type Description
    WizardStepDescriptor<WizardStep>[]

    OnBeforeDrawStep()

    Adopts a target the reader picked and left in the same frame, before any step draws — the pick happens inside the Sequences step's own body, too late for that step to react to it itself.

    Declaration
    protected override void OnBeforeDrawStep()

    OnPrimaryAction()

    Lands on Done through the base's gated Serenity.Global.Infrastructure.Editor.SerenityStepWizardWindow`1.GoTo(`0) and pings separately, rather than through Serenity.Global.Infrastructure.Editor.SerenityStepWizardWindow`1.FinishWithAsset(System.String,`0) or Serenity.Global.Infrastructure.Editor.SerenityStepWizardWindow`1.PingAndGoTo(System.String,`0,System.Boolean): this wizard never latches a terminal run (it has no "Create Another"), and its jump has always been the gated one — Summary re-validates clean after a successful write here, because Validate(Input) reads the raw input rather than re-resolving the asset it just wrote.

    Declaration
    protected override void OnPrimaryAction()

    Open()

    Declaration
    public static void Open()
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