Class PlayerInputCreator.Result
Inheritance
PlayerInputCreator.Result
Assembly: Serenity.UnityPlayerInput.Installation.Editor.dll
public sealed class PlayerInputCreator.Result : SerenityCreationResult
Constructors
Declaration
Fields
Declaration
public string DeviceFilterAssetPath
Field Value
Declaration
public bool DeviceFilterUpdatedExisting
Field Value
Declaration
public string JoinGateAssetPath
Field Value
Declaration
public bool JoinGateUpdatedExisting
Field Value
What this run did to the settings asset it owns: created it, updated it in place, or left it
unchanged because it already held every value the run asked for.
Declaration
public SerenityAssetWriteOutcome Outcome
Field Value
| Type |
Description |
| SerenityAssetWriteOutcome |
|
Declaration
public string RoutingAssetPath
Field Value
Declaration
public bool RoutingUpdatedExisting
Field Value
Declaration
public string SettingsAssetPath
Field Value
Declaration
public bool SettingsUpdatedExisting
Field Value
Properties
Every asset this run wrote in place rather than created: the Definition when the run
changed it, plus each chain asset (Routing, Join Gate, Device Filter) it found already on disk.
Declaration
public IReadOnlyList<string> PathsUpdatedInPlace { get; }
Property Value