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    Namespace Serenity.GameProgress.Infrastructure.Editor.Builder

    Classes

    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.

    GameProgressCreator

    Generates (or updates) the project-wide UnityGameProgressSettings asset, plus optionally its backend, from a single description. Mirrors Serenity.Leaderboard.Infrastructure.Editor.Builder.LeaderboardCreator: static class, Input/Result DTOs, Validate/ValidateIdentity, Create with created-paths rollback on failure — but simpler, since GameProgress has no per-item board list, view, or menu wiring; a single settings asset is the entire authoring surface. CreateGameProgressSettingsWindow only collects input and renders results; every asset mutation lives here.

    GameProgressCreator.Input

    Everything needed to create or update the settings asset, and optionally its backend.

    GameProgressCreator.Result

    Outcome of a Create(Input) call.

    Enums

    CreateGameProgressSettingsWindow.WizardStep

    Public rather than private because C# requires a class's base type to be at least as accessible as the class itself, and this enum is that base type's argument.

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