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    Namespace Serenity.Achievements.Infrastructure.Editor.Studio

    Classes

    AchievementCreationPromptGui

    The inline row that names a new achievement — a fresh one, or a copy of the selected one — and hands the request to AchievementDefinitionCreator.

    AchievementDetailGui

    The Studio's detail pane: everything about the one selected achievement, edited in place — its identity, what the player sees, what it awards, where it is mirrored, what unlocks it, what is wrong with it, and a Play Mode unlock.

    AchievementPlatformTableGui

    The Studio's Platform Ids tab: every achievement down the side, every storefront across the top, each identifier editable in place — plus the export that turns the whole table into the manifest a storefront's bulk importer reads.

    AchievementPlatformTableModel

    What the platform table shows and exports, answered without an EditorWindow: which columns to draw, which cells are missing an identifier the project needs, and what each achievement looks like to the manifest exporter.

    AchievementsStudioCatalog

    Every achievement the Studio knows about: read from the project, judged against the shared authoring rules, and narrowed to what the toolbar is currently asking for.

    AchievementsStudioFilter

    Narrows the Studio's row list to what the toolbar asks for: the text typed into the search field, and the category picked beside it.

    AchievementsStudioListGui

    Draws the Studio's master list: one selectable row per achievement, carrying the badges that let a hidden, progressive, code-unlocked or storefront-mirrored achievement be told apart without opening it.

    AchievementsStudioNoticesGui

    What the Studio tells the author about the project as a whole, above whichever tab is showing: that nothing installs the achievements module, and that some achievements could not be checked at all.

    AchievementsStudioRowModel

    One row of the Achievements Studio list: everything the row draws, already answered, so drawing it is arithmetic and string concatenation rather than a walk over an asset and its findings.

    AchievementsStudioSelection

    Which achievement the Studio has selected, tracked by asset GUID and moved with the arrow keys.

    AchievementsStudioSplitPane

    Where the Studio's list stops and its detail pane starts, and the draggable bar that moves the boundary.

    AchievementsStudioToolbarGui

    The Studio's toolbar: what can be done to the achievement set, how healthy it is, and what the list is narrowed to.

    AchievementsStudioWindow

    One window for every achievement in the project: the whole list on the left, the selected achievement's full authoring surface on the right, and the actions that create, copy, remove, validate and fire one.

    Structs

    AchievementPlatformTableColumn

    One storefront's column in the platform table: what it is called, which serialized field it edits, and whether the project ships there at all.

    AchievementPlatformTableGui.Result

    What the tab did this pass.

    AchievementsStudioListGui.Result

    What the author did to the list this pass.

    AchievementsStudioPlatformCoverage

    How one storefront is covered by one achievement: whether the achievement names an identifier for it, and whether the project ships on it at all.

    AchievementsStudioRowTraits

    What one achievement awards and how it behaves, as a list row reads it: the points, and the three things that change how an author has to think about it.

    AchievementsStudioToolbarGui.HealthSummary

    How the achievement set currently reads, drawn as badges beside the buttons.

    AchievementsStudioToolbarGui.Result

    What the toolbar reports back after one pass.

    Enums

    AchievementCreationPromptGui.Mode

    What the prompt is currently asking for.

    AchievementsStudioFilterKind

    Which achievements the Studio's list is currently narrowed to.

    AchievementsStudioToolbarGui.Command

    What the author pressed in the toolbar.

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