Class CreateGameGraphicsSettingsWindow
Step-by-step window for creating or updating the UnityGameGraphicsSettings singleton and,
optionally, any of its three backing UnityGraphicGameSettingsDefinition assets that do not
exist yet. The stepped-wizard scaffolding — the 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 and renders results,
GameGraphicsSettingsCreator does the actual validation and generation work.
Every settings-asset 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
CreateGameGraphicsSettingsWindow
Assembly: Serenity.UnityGraphicsSettings.Installation.Editor.dll
Syntax
public sealed class CreateGameGraphicsSettingsWindow : SerenityStepWizardWindow<CreateGameGraphicsSettingsWindow.WizardStep>
Constructors
CreateGameGraphicsSettingsWindow()
Declaration
public CreateGameGraphicsSettingsWindow()
Properties
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()
Declaration
protected override WizardStepDescriptor<CreateGameGraphicsSettingsWindow.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.GameGraphics.Installation.Settings.Editor.Builder.CreateGameGraphicsSettingsWindow._draftLifecycle's own remarks.
Declaration
protected override void OnBeforeDrawStep()
OnPrimaryAction()
Declaration
protected override void OnPrimaryAction()
Open()
Declaration
public static void Open()