Class CreateAudioPlayerSettingsWindow
Step-by-step window for creating (or updating) one UnityAudioPlayerSettings asset — a
Serenity audio channel. 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. The window only collects input and renders results,
AudioPlayerSettingsCreator does the actual validation and generation work.
Unlike GameSave's single project-wide asset, a project authors many channels (one per
AudioPlayerType), so the Done step offers "Create another audio player" instead of ending
the flow — the multi-instance payoff CreateScoreSettingsWindow's Done step models. That panel is
also the one step here that draws no footer: its descriptor sets
Serenity.Global.Infrastructure.Editor.WizardStepDescriptor`1.ShowsFooter to false, the flag standing in for the early
return this window's own hand-rolled footer used to open with.
Inheritance
CreateAudioPlayerSettingsWindow
Assembly: Serenity.UnityAudioPlayer.Infrastructure.Editor.dll
Syntax
public sealed class CreateAudioPlayerSettingsWindow : SerenityStepWizardWindow<CreateAudioPlayerSettingsWindow.WizardStep>
Constructors
CreateAudioPlayerSettingsWindow()
Declaration
public CreateAudioPlayerSettingsWindow()
Properties
Declaration
protected override string PrimaryButtonLabel { get; }
Property Value
WindowTitle
Declaration
protected override string WindowTitle { get; }
Property Value
Methods
BuildSteps()
Declaration
protected override WizardStepDescriptor<CreateAudioPlayerSettingsWindow.WizardStep>[] BuildSteps()
Returns
| Type |
Description |
| WizardStepDescriptor<WizardStep>[] |
|
OnPrimaryAction()
Declaration
protected override void OnPrimaryAction()
Open()
Declaration
public static void Open()