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.
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()