logo SERENITY
Game Systems Foundation
Search Results for

    Show / Hide Table of Contents

    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
    object
    CreateGameProgressSettingsWindow
    Namespace: Serenity.GameProgress.Infrastructure.Editor.Builder
    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>

    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<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()
    In this article
    © 2026 Serenity. All Rights Reserved