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    Class CreateGameSaveSettingsWindow

    Step-by-step window for creating (or updating) the project-wide UnityGameSaveSettings 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. The window only collects input and renders results, GameSaveCreator does the actual validation and generation work.

    Inheritance
    object
    CreateGameSaveSettingsWindow
    Namespace: Serenity.GameSave.Infrastructure.Editor.Builder
    Assembly: Serenity.UnityGameSave.Infrastructure.Editor.dll
    Syntax
    public sealed class CreateGameSaveSettingsWindow : SerenityStepWizardWindow<CreateGameSaveSettingsWindow.WizardStep>

    Constructors

    CreateGameSaveSettingsWindow()

    Declaration
    public CreateGameSaveSettingsWindow()

    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<CreateGameSaveSettingsWindow.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 GameSave settings asset.

    Declaration
    protected override void OnFinishedRunPrimaryAction()

    OnPrimaryAction()

    Declaration
    protected override void OnPrimaryAction()

    Open()

    Declaration
    public static void Open()
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