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    Namespace Serenity.Menu.Infrastructure.Settings.Editor

    Classes

    MenuOptionTransitionAuthoring

    Authors the "open a view from this menu" option a module wizard wires into an existing menu: a UiOption whose ValueType is TRANSITION at InteractionType = STRING (the only interaction type UiOptionMenuTransitionValue accepts), carrying a UiOptionMenuTransitionValue whose string value is the navigation target read by UnityMenuSubmitService.SubmitTransition. Shared by the Leaderboard and Achievements wizards so two modules cannot disagree about what such an option looks like.

    MenuTransitionTargetCatalog

    The one list of transition targets the project already offers: the go-back sentinel, every menu asset, every top-level composite view plus its "::"-qualified children, every cascade view, every leaderboard view and every achievements view. The TRANSITION Value dropdown, the menu inspector's own validation and the Menu Manager wizard's findings all read this list, so a target the dropdown offers can never be one the validators reject.

    UiOptionListEditorHelpers

    Non-GUI editor helpers for UiOptionListInspectorGUI: generating a collision-free option id and traversing composite-view children to build "::"-qualified transition-path options. Split out of the GUI class so the ReorderableList drawing code isn't interleaved with this bookkeeping.

    UiOptionListInspectorGUI

    Reusable inspector widget that renders a reorderable list of UiOption exactly the way the menu settings editor does (ValueType / UI Element / Id / Label / Value / Translate Label columns plus a list of OnSubmit signals), so the menu editor AND the modal editor share one rendering. The host editor supplies the serialized options array, the owning view id (used to stamp option ViewIds and generate unique ids), and a repaint callback; everything else -- game-settings id dropdowns, TRANSITION/ACTION value pickers, the OnSubmit signal list, add/remove -- is handled here.

    UnityMenuLifecycleSignalsGui

    Draws the "Lifecycle Signals" section of UnityMenuSettingsDefinitionEditor: the OnShow/OnHide/OnCancel reorderable signal lists plus the single "On Submit" signal slot. Extracted from that editor to keep it under the project's file-size guidance — this collaborator owns no serialized state of its own, only the UnityEditorInternal.ReorderableList instances it builds from the owning editor's UnityEditor.SerializedObject.

    UnityMenuOptionEditorState

    Editor-only presentation helpers for the UI-option inspectors. The actual validity rules (allowed interaction types, option/binding validation, GameSettings type matching) live in the engine-agnostic UiOptionRules (Business/Menu/Application); this class only builds the popup option list widget used to render them.

    UnityMenuServiceSettingsDefinitionEditor

    Custom editor for UnityMenuServiceSettingsDefinition ScriptableObject.
    Provides specialized GUI for configuring menu service settings including initial menu ID selection and border margin settings. Features dropdown selection for available menus and vector input for margin configuration.

    UnityMenuSettingsDefinitionEditor

    Custom Unity Editor implementation for UnityMenuSettingsDefinition ScriptableObject assets.
    Provides a comprehensive Inspector interface for configuring menu settings including options, alignment, positioning, and UI element properties.
    Features reorderable lists, dropdown selectors, and real-time validation for menu configuration management.

    Structs

    MenuTransitionTargetCandidate

    One entry the TRANSITION Value dropdown can offer: the Value a picked entry writes into the option's Value.Value (the id runtime resolves), the Key it writes into Value.Guid, and the DisplayLabel the popup shows.

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