Class CreateSoundMixerSettingsWindow
Step-by-step window for creating (or updating) the project-wide UnitySoundMixerSettings
asset. 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. Get-or-create target resolution goes through Serenity.Global.Infrastructure.Editor.SerenityWizardTargetAsset
and Serenity.Global.Infrastructure.Editor.SerenityWizardTargetAssetGui. The window only collects input and renders results;
SoundMixerSettingsCreator does the actual validation and generation work, including the
EffectLoops/ExposedParameters merge contracts described on its type doc comment.
Inheritance
CreateSoundMixerSettingsWindow
Assembly: Serenity.UnitySoundMixer.Installation.Editor.dll
Syntax
public sealed class CreateSoundMixerSettingsWindow : SerenityStepWizardWindow<CreateSoundMixerSettingsWindow.WizardStep>
Constructors
CreateSoundMixerSettingsWindow()
Declaration
public CreateSoundMixerSettingsWindow()
Properties
Declaration
protected override string PrimaryButtonLabel { get; }
Property Value
WindowTitle
Declaration
protected override string WindowTitle { get; }
Property Value
Methods
BuildSteps()
Declaration
protected override WizardStepDescriptor<CreateSoundMixerSettingsWindow.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 Mixer step's own body, too late for that step to react to it itself.
Declaration
protected override void OnBeforeDrawStep()
OnPrimaryAction()
Declaration
protected override void OnPrimaryAction()
Open()
Declaration
public static void Open()