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    Class UnityUiLoadingProgressPrefabGenerator

    Editor tool that generates a dedicated "LoadingProgressPrefab" for every UI theme.
    For each UnityUiThemeDefinition it creates a prefab variant of that theme's slideable template (the interactive slider) next to it and assigns it to the theme's LoadingProgressTemplate field, so the gameplay loading overlay can render the progress bar from a separate prefab instead of reusing the interactive slider.

    Inheritance
    object
    UnityUiLoadingProgressPrefabGenerator
    Inherited Members
    object.ToString()
    object.Equals(object)
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    Namespace: Serenity.Ui.Installation.Editor.Settings
    Assembly: Serenity.UnityUi.Installation.Editor.dll
    Syntax
    public static class UnityUiLoadingProgressPrefabGenerator

    Methods

    CountThemesMissingAssignment()

    How many themes are currently missing a LoadingProgressTemplate assignment — the count Serenity.Ui.Installation.Editor.Settings.LoadingProgressPrefabGeneratorWindow.DrawScopePreview() shows before the reader presses its Execute button, mirroring ThemeComponentRetrofitter.DrawMissingSlotPreview's "N missing" framing for the other explanatory retrofit windows.

    Declaration
    public static int CountThemesMissingAssignment()
    Returns
    Type Description
    int

    GenerateForAllThemes()

    Scans the project for every theme definition and ensures each one has a LoadingProgress prefab variant created and assigned, reporting through UnityEngine.Debug — the CLI-friendly shape kept for anyone still invoking the tool by its exact menu path from the command line. The Hub instead opens Serenity.Ui.Installation.Editor.Settings.LoadingProgressPrefabGeneratorWindow, which reports through Serenity.Global.Infrastructure.Editor.SerenityWizardActivityLog using GenerateForAllThemesWithReport() directly — this method is the one that now carries the UnityEditor.MenuItem attribute's real work, called by the window's own moved attribute.

    Declaration
    public static void GenerateForAllThemes()

    GenerateForAllThemesWithReport()

    Does the same work as GenerateForAllThemes() but returns the outcome instead of only logging it, so a caller with its own reporting surface (an Serenity.Global.Infrastructure.Editor.SerenityWizardActivityLog) never has to re-implement the scan to know what happened.

    Declaration
    public static LoadingProgressPrefabGenerationReport GenerateForAllThemesWithReport()
    Returns
    Type Description
    LoadingProgressPrefabGenerationReport
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