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
CreateGameSaveSettingsWindow
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> |
|
Declaration
protected override string PrimaryButtonLabel { get; }
Property Value
WindowTitle
Declaration
protected override string WindowTitle { get; }
Property Value
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()