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    Class ProceduralAnimatorSetupWindow

    EditorWindow for generating a minimal ProceduralAnimator setup with periodic oscillation idle animation. Stepped wizard (Rig -> Bone Mapping -> Bone Selection -> Idle Layer -> Summary), mirroring Serenity.GameSave.Infrastructure.Editor.Builder.CreateGameSaveSettingsWindow's shape: the scaffolding — the titled header and breadcrumb, the body scroll, and the footer with its error gate — comes from Serenity.Global.Infrastructure.Editor.SerenityStepWizardWindow`1; this window declares only its own step table and what the primary action does. Under the file-size ratchet, the prefab rig-scanning workflow is extracted into Serenity.ProceduralAnimator.Infrastructure.Editor.ProceduralAnimatorRigScanCoordinator (mirroring the existing ProceduralAnimatorSetupOrchestrator engine class beside it), and each non-trivial step body is an extracted *StepGui collaborator holding that step's own scroll/filter state: Serenity.ProceduralAnimator.Infrastructure.Editor.ProceduralAnimatorWizardBoneMappingStepGui, Serenity.ProceduralAnimator.Infrastructure.Editor.ProceduralAnimatorWizardBoneSelectionStepGui and Serenity.ProceduralAnimator.Infrastructure.Editor.ProceduralAnimatorWizardIdleLayerStepGui.

    Inheritance
    object
    ProceduralAnimatorSetupWindow
    Namespace: Serenity.ProceduralAnimator.Infrastructure.Editor
    Assembly: Serenity.UnityProceduralAnimator.Infrastructure.Editor.dll
    Syntax
    public class ProceduralAnimatorSetupWindow : SerenityStepWizardWindow<ProceduralAnimatorSetupWindow.WizardStep>

    Constructors

    ProceduralAnimatorSetupWindow()

    Declaration
    public ProceduralAnimatorSetupWindow()

    Properties

    PrimaryButtonLabel

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

    OnPrimaryAction()

    Generates and applies in place, with no ping and no navigation — this window writes a prefab and a folder of assets rather than one definition to reveal, so neither Serenity.Global.Infrastructure.Editor.SerenityStepWizardWindow`1.FinishWithAsset(System.String,`0) nor Serenity.Global.Infrastructure.Editor.SerenityStepWizardWindow`1.PingAndGoTo(System.String,`0,System.Boolean) applies: the run reports itself through the Summary step's own result panel and the activity log, exactly as before.

    Declaration
    protected override void OnPrimaryAction()

    ShowWindow()

    Declaration
    public static void ShowWindow()

    ShowWindow(GameObject)

    Opens the window pre-seeded with model as the target prefab, for a caller (the Animation Hub) that already has a resolved model in hand instead of expecting the user to drag one into the Target Prefab field. Assigns the same Serenity.ProceduralAnimator.Infrastructure.Editor.ProceduralAnimatorSetupWindow._targetPrefab field the field itself would receive from that drag, then runs it through the window's own Serenity.ProceduralAnimator.Infrastructure.Editor.ProceduralAnimatorSetupWindow.OnPrefabChanged — the exact resolution path (name prefix, root path, existing rig definition) a manual assignment triggers.

    Declaration
    public static void ShowWindow(GameObject model)
    Parameters
    Type Name Description
    GameObject model
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