Class SettingsAdoptionConfirmationGui
Builds the confirmation dialog title and message for the Settings step's Adopt and Adopt All actions,
from a SystemAdoptionPlan — pure string formatting, kept out of the step so it stays
about orchestrating row actions rather than composing dialog copy.
Inheritance
SettingsAdoptionConfirmationGui
Assembly: Serenity.UnityCreateGame.Infrastructure.Editor.dll
Syntax
public static class SettingsAdoptionConfirmationGui
Methods
BuildAdoptAllConfirmationMessage(IReadOnlyList<SystemAdoptionPlan>)
Declaration
public static string BuildAdoptAllConfirmationMessage(IReadOnlyList<SystemAdoptionPlan> plans)
Parameters
Returns
BuildAdoptAllConfirmationMessage(IReadOnlyList<(string SystemDisplayName, SystemAdoptionPlan Plan)>, IReadOnlyList<(string SystemDisplayName, string Reason)>, bool)
"Adopt All" counterpart of BuildAdoptAllConfirmationMessage(IReadOnlyList<SystemAdoptionPlan>):
each systemPlans entry is one adoptable system's own combined plan, so — beyond
the same aggregate summary line — the message also breaks down every system's own clone/reused
counts, per-top-folder breakdown and planned Id renames (Serenity.CreateGame.Infrastructure.Editor.SettingsAdoptionConfirmationGui.BuildSystemSection(System.String,Serenity.CreateGame.Infrastructure.Editor.Adoption.SystemAdoptionPlan), shared
with BuildAdoptAllSystemAssetsMessage(SystemAdoptionPlan)). skippedSystems lists every
system Adopt All left untouched and why (Missing/Invalid — never blocking); pipelineWillBeCreated
appends a line when the run will also seed the project's own boot pipeline profile.
Declaration
public static string BuildAdoptAllConfirmationMessage(IReadOnlyList<(string SystemDisplayName, SystemAdoptionPlan Plan)> systemPlans, IReadOnlyList<(string SystemDisplayName, string Reason)> skippedSystems, bool pipelineWillBeCreated)
Parameters
Returns
BuildAdoptAllSystemAssetsMessage(SystemAdoptionPlan)
Builds the confirmation message for "Adopt assets": a plain asset-count sentence followed
by a per-folder breakdown (CountByTopFolder(IReadOnlyList<SystemAdoptionEntry>, IReadOnlyList<string>), capped at
Serenity.CreateGame.Infrastructure.Editor.SettingsAdoptionConfirmationGui.MaxFolderLinesInDialog lines with an overflow tail) and the same planned-Id-rename
block BuildAdoptConfirmationMessage(SystemAdoptionPlan) appends. Shares Serenity.CreateGame.Infrastructure.Editor.SettingsAdoptionConfirmationGui.BuildCloneReuseFolderAndRenamesBlock(Serenity.CreateGame.Infrastructure.Editor.Adoption.SystemAdoptionPlan,System.String)
with Serenity.CreateGame.Infrastructure.Editor.SettingsAdoptionConfirmationGui.BuildSystemSection(System.String,Serenity.CreateGame.Infrastructure.Editor.Adoption.SystemAdoptionPlan) — the two differ only in whether the header names the system.
Declaration
public static string BuildAdoptAllSystemAssetsMessage(SystemAdoptionPlan plan)
Parameters
Returns
BuildAdoptConfirmationMessage(SystemAdoptionPlan)
Declaration
public static string BuildAdoptConfirmationMessage(SystemAdoptionPlan plan)
Parameters
Returns
BuildAdoptConfirmationTitle(string)
Declaration
public static string BuildAdoptConfirmationTitle(string systemDisplayName)
Parameters
| Type |
Name |
Description |
| string |
systemDisplayName |
|
Returns