Step-by-step window for creating (or updating) the project-wide
UnityMenuServiceSettingsDefinition asset. 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. Get-or-create target resolution goes through
Serenity.Global.Infrastructure.Editor.SerenityWizardTargetAsset and Serenity.Global.Infrastructure.Editor.SerenityWizardTargetAssetGui. Menus
themselves are still authored through the Composite View Builder — this wizard only covers the menu
SERVICE settings (the controller id and border margin). The window only collects input and renders
results; MenuServiceSettingsCreator does the actual validation and generation work.
Inheritance
CreateMenuServiceSettingsWindow
Assembly: Serenity.UnityMenu.Infrastructure.Editor.dll
public sealed class CreateMenuServiceSettingsWindow : SerenityStepWizardWindow<CreateMenuServiceSettingsWindow.WizardStep>
Constructors
Declaration
public CreateMenuServiceSettingsWindow()
Properties
Declaration
protected override string PrimaryButtonLabel { get; }
Property Value
Declaration
protected override string WindowTitle { get; }
Property Value
Methods
Declaration
protected override WizardStepDescriptor<CreateMenuServiceSettingsWindow.WizardStep>[] BuildSteps()
Returns
| Type |
Description |
| WizardStepDescriptor<WizardStep>[] |
|
Adopts a target the reader picked and left in the same frame, before any step draws — the
pick happens inside the Identity step's own body, too late for that step to react to it itself.
Declaration
protected override void OnBeforeDrawStep()
Declaration
protected override void OnPrimaryAction()
Declaration
public static void Open()