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    Class ScenePlanItem

    One generated scene's row within a ProjectWiringPlan — which scene, its target path, and whether this run will create it, skip it (scene generation turned off), or leave an already-existing file untouched. Pure data; Serenity.CreateGame.Infrastructure.Editor.Wiring.ProjectWiringPlanner builds it, Serenity.CreateGame.Infrastructure.Editor.Wiring.ProjectWiringRunner only reads State as a preview — the actual scene write still goes through SerenityCreateGameSceneGenerator, which already never overwrites an existing scene file unexpectedly.

    Inheritance
    object
    ScenePlanItem
    Inherited Members
    object.ToString()
    object.Equals(object)
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetHashCode()
    object.GetType()
    Namespace: Serenity.CreateGame.Infrastructure.Editor.Wiring
    Assembly: Serenity.UnityCreateGame.Infrastructure.Editor.dll
    Syntax
    public sealed class ScenePlanItem

    Constructors

    ScenePlanItem(SceneKind, SceneState, string)

    Declaration
    public ScenePlanItem(ScenePlanItem.SceneKind kind, ProjectWiringPlan.SceneState state, string scenePath)
    Parameters
    Type Name Description
    ScenePlanItem.SceneKind kind
    ProjectWiringPlan.SceneState state
    string scenePath

    Properties

    Kind

    Declaration
    public ScenePlanItem.SceneKind Kind { get; }
    Property Value
    Type Description
    ScenePlanItem.SceneKind

    Which scene this row describes.

    ScenePath

    Declaration
    public string ScenePath { get; }
    Property Value
    Type Description
    string

    The scene's project path, whether or not it exists yet.

    State

    Declaration
    public ProjectWiringPlan.SceneState State { get; }
    Property Value
    Type Description
    ProjectWiringPlan.SceneState

    Whether this run will create it, skip it, or found it already there.

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