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    Class CreatePlayerInputWindow

    Step-by-step window for creating or updating the PlayerInput aggregate's asset chain in one run. Mirrors CreateGameModeSettingsWindow's shape: the window only collects input and renders results, PlayerInputCreator does the actual validation and generation work — this window never mutates an asset directly. The stepped-wizard scaffolding — the header and breadcrumb, the body scroll, the footer and its error gate, the skip-aware Back/Next scan, 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.

    Inheritance
    object
    CreatePlayerInputWindow
    Namespace: Serenity.InputGateway.Installation.Editor.Builder
    Assembly: Serenity.UnityPlayerInput.Installation.Editor.dll
    Syntax
    public sealed class CreatePlayerInputWindow : SerenityStepWizardWindow<CreatePlayerInputWindow.WizardStep>

    Constructors

    CreatePlayerInputWindow()

    Declaration
    public CreatePlayerInputWindow()

    Properties

    PrimaryButtonLabel

    Re-read every repaint off the cached target description, so the button says "Create" or "Update" from whichever Definition the current Id and folder resolve to.

    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<CreatePlayerInputWindow.WizardStep>[] BuildSteps()
    Returns
    Type Description
    WizardStepDescriptor<WizardStep>[]

    OnPrimaryAction()

    Lands on Done through the base's UNGATED Serenity.Global.Infrastructure.Editor.SerenityStepWizardWindow`1.PingAndGoTo(System.String,`0,System.Boolean) rather than Serenity.Global.Infrastructure.Editor.SerenityStepWizardWindow`1.FinishWithAsset(System.String,`0): this wizard never latched a terminal run (it has no "Create another" restart, and its Done panel is the end of the road), and the jump it hand-rolled went straight at the controller with no error gate installed.

    Declaration
    protected override void OnPrimaryAction()

    Open()

    Declaration
    public static void Open()
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