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    Class CreatePlayerInputWindow

    Step-by-step window for creating or updating the PlayerInput aggregate's asset chain in one run. PlayerInputCreator does the actual validation/generation work; scaffolding comes from Serenity.Global.Infrastructure.Editor.SerenityStepWizardWindow`1. Every drawn field for the four authored assets (Definition, Routing, Join Gate, Device Filter) lives on that asset's own scratch draft inside Serenity.InputGateway.Installation.Editor.Builder.CreatePlayerInputWindow._bindings — seeded from whatever asset an existing Id resolves to, never a hardcoded default, so an update-in-place run never resets a real field or object reference the asset already carries. Only the four resolution keys and the Player Prefab UnityEngine.GameObject (the Definition's own field is the strongly-typed PlayerInput component, resolved from this at commit time) live outside the drafts. Presets (Serenity.InputGateway.Installation.Editor.Builder.PlayerInputWizardPresets), DTO mapping (Serenity.InputGateway.Installation.Editor.Builder.PlayerInputWizardInputMapper) and the Done-step steps (Serenity.InputGateway.Installation.Editor.Builder.PlayerInputWizardDoneStepSteps) are named collaborators under the file-size ratchet.

    Inheritance
    object
    CreatePlayerInputWindow
    Namespace: Serenity.InputGateway.Installation.Editor.Builder
    Assembly: Serenity.UnityPlayerInput.Installation.Editor.dll
    Syntax
    public sealed class CreatePlayerInputWindow : SerenityStepWizardWindow<CreatePlayerInputWindow.WizardStep>

    Constructors

    CreatePlayerInputWindow()

    Declaration
    public CreatePlayerInputWindow()

    Properties

    OwnedTargets

    Declaration
    protected override IEnumerable<SerenityWizardTargetAsset> OwnedTargets { get; }
    Property Value
    Type Description
    IEnumerable<SerenityWizardTargetAsset>

    PrimaryButtonLabel

    Re-read every repaint off the Definition binding, so the button says "Create" or "Update" from whichever Definition the current Id and folder resolve to.

    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<CreatePlayerInputWindow.WizardStep>[] BuildSteps()
    Returns
    Type Description
    WizardStepDescriptor<WizardStep>[]

    OnBeforeDrawStep()

    Adopts whatever Serenity.InputGateway.Installation.Editor.Builder.CreatePlayerInputWindow._bindings just resolved, before any step draws. Mirrors CreateSequencePlayerWindow.OnBeforeDrawStep.

    Declaration
    protected override void OnBeforeDrawStep()

    OnPrimaryAction()

    Lands on Done through the base's UNGATED Serenity.Global.Infrastructure.Editor.SerenityStepWizardWindow`1.PingAndGoTo(System.String,`0,System.Boolean) — this wizard never latched a terminal run and its Done panel is the end of the road.

    Declaration
    protected override void OnPrimaryAction()

    Open()

    Declaration
    public static void Open()
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