Class CreateGameProgressSettingsWindow
Step-by-step window for creating (or updating) the project-wide UnityGameProgressSettings
asset, plus optionally its backend. 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. There is no separate Done step: the wizard ends on Summary and reports
results through the activity log. Get-or-create target resolution goes through
Serenity.Global.Infrastructure.Editor.SerenityWizardTargetAsset and Serenity.Global.Infrastructure.Editor.SerenityWizardTargetAssetGui; the window only
collects input and renders results, GameProgressCreator does the actual validation and
generation work.
Inheritance
CreateGameProgressSettingsWindow
Assembly: Serenity.UnityGameProgress.Infrastructure.Editor.dll
Syntax
public sealed class CreateGameProgressSettingsWindow : SerenityStepWizardWindow<CreateGameProgressSettingsWindow.WizardStep>
Constructors
CreateGameProgressSettingsWindow()
Declaration
public CreateGameProgressSettingsWindow()
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<CreateGameProgressSettingsWindow.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 Settings step's own body, too late for that step to react to it itself.
Declaration
protected override void OnBeforeDrawStep()
OnFinishedRunPrimaryAction()
A finished run's "Create Another": the Summary step's Create/Update flow is idempotent, so
another run here means "go review the settings again", not a second distinct asset — there is only one
project-wide GameProgress settings asset.
Declaration
protected override void OnFinishedRunPrimaryAction()
OnPrimaryAction()
Declaration
protected override void OnPrimaryAction()
Open()
Declaration
public static void Open()