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.
Inherited Members
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. |