Namespace Serenity.CreateGame.Infrastructure.Editor.Wiring
Classes
BootSceneRepointPlanItem
The existing boot scene's installer-repoint row within a ProjectWiringPlan — whether the
project's boot scene file already exists, and if so, whether its installer's InitializationPipelineProfile
reference already matches this run's resolved target profile or must be repointed. Pure data;
Serenity.CreateGame.Infrastructure.Editor.Wiring.ProjectWiringPlanner builds it by reading the scene (never writing to it), and
Serenity.CreateGame.Infrastructure.Editor.Wiring.ProjectWiringRunner is the only thing that acts on State being
NeedsRepoint — see Serenity.CreateGame.Infrastructure.Editor.Wiring.ExistingBootSceneSettingsWiring.TryRepointForCreate(System.String,System.String,System.Boolean@,System.String@).
BootTaskPlanItem
One selected, non-bootstrap system's boot-task row within a ProjectWiringPlan — the system, and whether its install task is already wired into the target profile, exists and only needs inserting, or must be created first. Pure data; Serenity.CreateGame.Infrastructure.Editor.Wiring.ProjectWiringPlanner builds it and Serenity.CreateGame.Infrastructure.Editor.Wiring.ProjectWiringRunner executes it in the same order the plan lists it.
ProjectWiringPlan
The immutable outcome of Serenity.CreateGame.Infrastructure.Editor.Wiring.ProjectWiringPlanner.Plan(Serenity.ProjectRecipe.Infrastructure.Editor.SetupAssistant.MinimalLoopOptions,Serenity.CreateGame.Infrastructure.Editor.CreateGameScenesOptions,System.Collections.Generic.IReadOnlyList{Serenity.CreateGame.Infrastructure.Editor.Systems.SerenityInstallableSystem},System.String): what Initialize Serenity's Create step will do to wire the project — never author settings or menus, only wire the initialization pipeline profile, the selected systems' boot tasks, the boot/gameplay scenes and Health Check. Rendered by the Summary step and executed, item for item, by Serenity.CreateGame.Infrastructure.Editor.Wiring.ProjectWiringRunner, so the plan's order and the executed order can never drift apart.
ProjectWiringResult
Outcome of Serenity.CreateGame.Infrastructure.Editor.Wiring.ProjectWiringRunner.Run(Serenity.CreateGame.Infrastructure.Editor.Wiring.ProjectWiringPlan,Serenity.ProjectRecipe.Infrastructure.Editor.SetupAssistant.MinimalLoopOptions,Serenity.CreateGame.Infrastructure.Editor.CreateGameScenesOptions,System.Collections.Generic.IReadOnlyList{Serenity.CreateGame.Infrastructure.Editor.Systems.SerenityInstallableSystem},Serenity.Global.Infrastructure.Editor.SerenityWizardActivityLog) — what the Done step renders. Mutable, filled in as the
runner executes each part of the plan, mirroring SerenityCreationResult's own shape without
deriving from it (a wiring run is not a single-asset creation: it can partially succeed, e.g. wire every
boot task but skip scene generation on a resolvable warning).
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.
Enums
BootSceneRepointPlanItem.RepointState
Where an existing boot scene's installer profile reference stands relative to this run.
ProjectWiringPlan.BootTaskState
Where one selected system's boot task stands relative to this run.
ProjectWiringPlan.PipelineProfileState
Where the project's initialization pipeline profile stands relative to this run.
ProjectWiringPlan.SceneState
Where one generated scene stands relative to this run.
ScenePlanItem.SceneKind
Which of the two generated scenes this item describes.