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    Class CreateGameCameraSettingsWindow

    Step-by-step window for creating a UnityGameCameraSettings asset. The stepped-wizard scaffolding — the header and breadcrumb, the body scroll, the footer and its error gate — 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 and renders results, GameCameraSettingsCreator does the actual validation and generation work.

    Every field is edited through a Serenity.Global.Infrastructure.Editor.SerenityWizardDraftLifecycle`1 scratch draft rather than a mirrored set of local fields, so an update-in-place run can never silently revert a field the wizard forgot to seed back to its static template default — an update-in-place tool must surface and let the author edit everything its target already owns, mirroring CreateSystemConfigurationSettingsWindow.

    Inheritance
    object
    CreateGameCameraSettingsWindow
    Namespace: Serenity.GameCamera.Infrastructure.Editor.Builder
    Assembly: Serenity.UnityGameCamera.Infrastructure.Editor.dll
    Syntax
    public sealed class CreateGameCameraSettingsWindow : SerenityStepWizardWindow<CreateGameCameraSettingsWindow.WizardStep>

    Constructors

    CreateGameCameraSettingsWindow()

    Declaration
    public CreateGameCameraSettingsWindow()

    Properties

    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()

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

    OnBeforeDrawStep()

    Adopts a target the reader picked and left in the same frame, before any step draws — the pick happens inside the Configure step's own body, too late for that step to react to it itself. Otherwise ensures the scratch draft survived — see Serenity.GameCamera.Infrastructure.Editor.Builder.CreateGameCameraSettingsWindow._draftLifecycle's own remarks.

    Declaration
    protected override void OnBeforeDrawStep()

    OnPrimaryAction()

    Lands on Done through Serenity.Global.Infrastructure.Editor.SerenityStepWizardWindow`1.PingAndGoTo(System.String,`0,System.Boolean) rather than Serenity.Global.Infrastructure.Editor.SerenityStepWizardWindow`1.FinishWithAsset(System.String,`0): this wizard has never entered the controller's terminal state, and it does not need to. The stale-validation defect terminal state hides is already answered here by the _target.Pick below — the write's own asset becomes the update target, so revalidating never reports it as a collision — while the Configure step's error gate stays live for the next run, which terminal state would switch off permanently (nothing in this window clears it: its Done panel offers no "Create Another").

    Declaration
    protected override void OnPrimaryAction()

    Open()

    Declaration
    public static void Open()
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