Class CreateAudioPlayerSettingsWindow
Step-by-step window for creating (or updating) one UnityAudioPlayerSettings asset — a Serenity audio channel. 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. The window only collects input and renders results, AudioPlayerSettingsCreator does the actual validation and generation work.
Unlike GameSave's single project-wide asset, a project authors many channels (one per
AudioPlayerType), so the Done step offers "Create another audio player" instead of ending
the flow — the multi-instance payoff CreateScoreSettingsWindow's Done step models. That panel is
also the one step here that draws no footer: its descriptor sets
Serenity.Global.Infrastructure.Editor.WizardStepDescriptor`1.ShowsFooter to false, the flag standing in for the early
return this window's own hand-rolled footer used to open with.
Namespace: Serenity.AudioPlayer.Infrastructure.Settings.Editor.Builder
Assembly: Serenity.UnityAudioPlayer.Infrastructure.Editor.dll
Syntax
public sealed class CreateAudioPlayerSettingsWindow : SerenityStepWizardWindow<CreateAudioPlayerSettingsWindow.WizardStep>
Constructors
CreateAudioPlayerSettingsWindow()
Declaration
public CreateAudioPlayerSettingsWindow()
Properties
OwnedTargets
Declaration
protected override IEnumerable<SerenityWizardTargetAsset> OwnedTargets { get; }
Property Value
| Type | Description |
|---|---|
| IEnumerable<SerenityWizardTargetAsset> |
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<CreateAudioPlayerSettingsWindow.WizardStep>[] BuildSteps()
Returns
| Type | Description |
|---|---|
| WizardStepDescriptor<WizardStep>[] |
OnBeforeDrawStep()
Adopts whatever Serenity.AudioPlayer.Infrastructure.Settings.Editor.Builder.CreateAudioPlayerSettingsWindow._target just resolved, before any step draws. Mirrors Serenity.GameMode.Installation.Editor.Builder.CreateGameModeSettingsWindow.OnBeforeDrawStep.
Declaration
protected override void OnBeforeDrawStep()
OnFinishedRunPrimaryAction()
A finished run's "Create Another" is the Done step's own restart: a fresh audio player from Identity.
Declaration
protected override void OnFinishedRunPrimaryAction()
OnPrimaryAction()
Declaration
protected override void OnPrimaryAction()
Open()
Declaration
public static void Open()