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    Class CreateCutsceneWindow

    Step-by-step window for creating or updating a cutscene: pick a stage template (or type an existing cutscene's Id to open it, seeded with its stages and rig), edit the stages, choose a rig, opt into a no-code play trigger, then create — or update the existing cutscene in place (CutsceneInPlaceUpdater). The stepped-wizard scaffolding — the titled 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; CutsceneCreator does the asset/script work (and registers the new definition into the player settings).

    Inheritance
    object
    CreateCutsceneWindow
    Namespace: Serenity.CutscenePlayer.Installation.Settings.Editor.Builder
    Assembly: Serenity.UnityCutscenePlayer.Installation.Editor.dll
    Syntax
    public sealed class CreateCutsceneWindow : SerenityStepWizardWindow<CreateCutsceneWindow.WizardStep>

    Constructors

    CreateCutsceneWindow()

    Declaration
    public CreateCutsceneWindow()

    Properties

    FinishedRunPrimaryLabel

    Declaration
    protected override string FinishedRunPrimaryLabel { get; }
    Property Value
    Type Description
    string

    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()

    The step table, in navigation order. Rig is the one row that comes and goes: it is hidden when the cutscene has no content to host (a pure fade transition) — no rig-wanting preset and no PlayTimeline stage — which is the VisibleSteps() list this window used to rebuild on every repaint. Template settles the stage list on the way out, whichever way it is left, because the seeded stages can add a PlayTimeline stage that reveals Rig and shifts every row after it.

    Declaration
    protected override WizardStepDescriptor<CreateCutsceneWindow.WizardStep>[] BuildSteps()
    Returns
    Type Description
    WizardStepDescriptor<WizardStep>[]

    OnBeforeDrawStep()

    Adopts a cutscene the author picked or whose Id they typed, before any step draws.

    Declaration
    protected override void OnBeforeDrawStep()

    OnFinishedRunPrimaryAction()

    A finished run's "Create Another": a cutscene wizard authors a new, distinctly-Id'd cutscene per run, so it starts the next one from the Template step.

    Declaration
    protected override void OnFinishedRunPrimaryAction()

    OnPrimaryAction()

    Declaration
    protected override void OnPrimaryAction()

    Open()

    Declaration
    public static void Open()
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