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    Class AchievementWizardViewDefaults

    Decides what CreateAchievementSettingsWindow's "Create view" toggle starts out as, given the view id the run would author and what is already on disk at that path.

    Inheritance
    object
    AchievementWizardViewDefaults
    Inherited Members
    object.ToString()
    object.Equals(object)
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    Namespace: Serenity.Achievements.Infrastructure.Editor.Builder
    Assembly: Serenity.UnityAchievements.Infrastructure.Editor.dll
    Syntax
    public static class AchievementWizardViewDefaults
    Remarks

    Its own type rather than a private method on the window for one reason: it encodes the rerun rule that actually bites. AchievementSettingsValidator refuses an occupied view path outright, so a second wizard run over a configuration that already has its listing would open on a toggle whose only possible outcome is a blocking error. Answering that question here keeps it testable without IMGUI, the same split the creator and its validator already use.

    Methods

    ShouldOfferViewCreation(string, string, Func<string, bool>)

    Whether the wizard should start with view creation switched ON.

    Declaration
    public static bool ShouldOfferViewCreation(string viewId, string viewAssetPath, Func<string, bool> assetPathIsOccupied)
    Parameters
    Type Name Description
    string viewId

    The id the view definition would carry. Blank means there is nothing to name it.

    string viewAssetPath

    The path the view definition would be written to.

    Func<string, bool> assetPathIsOccupied

    Answers whether something already sits at a path — the seam that keeps this decision free of AssetDatabase. Never null.

    Returns
    Type Description
    bool

    False when the id is blank or the path is taken; true otherwise.

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