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    Class CreateGameProgressSettingsWindow

    Step-by-step window for creating (or updating) the project-wide UnityGameProgressSettings asset, plus optionally its backend. 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. There is no separate Done step: the wizard ends on Summary and reports results through the activity log. 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, GameProgressCreator does the actual validation and generation work.

    Inheritance
    object
    CreateGameProgressSettingsWindow
    Namespace: Serenity.GameProgress.Infrastructure.Editor.Builder
    Assembly: Serenity.UnityGameProgress.Infrastructure.Editor.dll
    Syntax
    public sealed class CreateGameProgressSettingsWindow : SerenityStepWizardWindow<CreateGameProgressSettingsWindow.WizardStep>

    Constructors

    CreateGameProgressSettingsWindow()

    Declaration
    public CreateGameProgressSettingsWindow()

    Properties

    PrimaryButtonLabel

    Answers the terminal case itself: the base footer has no "run finished" overload, so the window says both what the button reads and — in OnPrimaryAction() — what it does.

    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<CreateGameProgressSettingsWindow.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 Settings 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()
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