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
CreateCutsceneWindow
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
OwnedTargets
Declaration
protected override IEnumerable<SerenityWizardTargetAsset> OwnedTargets { get; }
Property Value
| Type |
Description |
| IEnumerable<SerenityWizardTargetAsset> |
|
Declaration
protected override string PrimaryButtonLabel { get; }
Property Value
WindowTitle
Declaration
protected override string WindowTitle { get; }
Property Value
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()