Class InitializeSerenityWindow
One tool replacing both the former Setup Assistant and Create Game entries: lets the reader opt any
number of SerenityInstallableSystems in, reports where each selected system's settings
asset currently stands with a one-click way to Adopt the shipped one, author their own, or fix it (the
Settings step), then wires the initialization pipeline profile and every selected system's boot task
(Serenity.CreateGame.Infrastructure.Editor.Wiring.ProjectWiringRunner) — never a system's own settings or a menu; those belong to the
Settings step and the Menu Manager wizard. Opened via Tools ▸ Serenity ▸ Initialize Serenity.
The stepped-wizard scaffolding — the header and breadcrumb, the body scroll, the footer and its error
gate — comes from Serenity.Global.Infrastructure.Editor.SerenityStepWizardWindow`1; this window declares only its own step
table, the manual-alternative notice it draws above the footer, and what the primary action does.
Namespace: Serenity.CreateGame.Infrastructure.Editor
Assembly: Serenity.UnityCreateGame.Infrastructure.Editor.dll
Syntax
public sealed class InitializeSerenityWindow : SerenityStepWizardWindow<InitializeSerenityWindow.WizardStep>
Constructors
InitializeSerenityWindow()
Declaration
public InitializeSerenityWindow()
Fields
MenuPath
Declaration
public const string MenuPath = "Tools/Serenity/Initialize Serenity"
Field Value
| Type | Description |
|---|---|
| string |
Properties
FinishedRunPrimaryLabel
A one-shot initializer offers no second run: a finished run's button closes the window.
Declaration
protected override string FinishedRunPrimaryLabel { get; }
Property Value
| Type | Description |
|---|---|
| string |
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<InitializeSerenityWindow.WizardStep>[] BuildSteps()
Returns
| Type | Description |
|---|---|
| WizardStepDescriptor<WizardStep>[] |
DrawAboveFooter()
Declaration
protected override void DrawAboveFooter()
DrawUnderBreadcrumb()
Runs right after a breadcrumb jump is applied and before the body draws — the exact moment
the old GoToStep recomputed on entry. A step that has not changed since
OnBeforeDrawStep() means no breadcrumb jump happened this frame, so nothing recomputes;
a Back/Next move lands later, in the footer, and is still showing this same unchanged step here on
the following frame.
Declaration
protected override void DrawUnderBreadcrumb()
OnBeforeDrawStep()
Snapshots the step cursor before the header runs, so DrawUnderBreadcrumb() can recognise a breadcrumb jump.
Declaration
protected override void OnBeforeDrawStep()
OnFinishedRunPrimaryAction()
A one-shot initializer offers no second run: a finished run's button closes the window.
Declaration
protected override void OnFinishedRunPrimaryAction()
OnPrimaryAction()
Runs the wiring while the run is still live; a finished run's button closes the window instead (OnFinishedRunPrimaryAction()).
Declaration
protected override void OnPrimaryAction()
Open()
Declaration
public static void Open()
OpenWithSystemSelected(string)
Opens the wizard already showing the Systems step with installMethodName
selected — the Hub's registered Systems entry point routes here so a reader who picked a specific
system from the Hub lands directly on it instead of hunting for it in the checklist themselves. A
silent no-op (window still opens, nothing gets selected) when installMethodName
is not in Descriptors, or names a bootstrap system —
bootstrap systems are always installed and have no checklist row to jump to.
Declaration
public static void OpenWithSystemSelected(string installMethodName)
Parameters
| Type | Name | Description |
|---|---|---|
| string | installMethodName |