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.
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()