Class CreateScoreSettingsWindow
Step-by-step window for creating (or updating) the project-wide UnityScoreSettings asset: choose the output folder, the asset name and the Id, author the metric rows through the exact same table the inspector shows (ScoreMetricsTableGui), and optionally wire the "InstallScore" pipeline task. 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, ScoreSettingsCreator does the actual validation and generation work.
Get-or-create target resolution goes through Serenity.Global.Infrastructure.Editor.SerenityWizardTargetAsset and Serenity.Global.Infrastructure.Editor.SerenityWizardTargetAssetGui: picking (or being auto-handed, when exactly one already exists) an existing UnityScoreSettings asset disables the folder/name fields and switches the metrics table to editing that asset's rows directly — the same live undo/dirty flow the inspector itself uses, not a scratch copy — because Score has no multi-tab editing surface that would make a partial in-place edit unsafe to leave uncommitted.
Namespace: Serenity.Score.Infrastructure.Editor.Builder
Assembly: Serenity.UnityScore.Infrastructure.Editor.dll
Syntax
public sealed class CreateScoreSettingsWindow : SerenityStepWizardWindow<CreateScoreSettingsWindow.WizardStep>
Constructors
CreateScoreSettingsWindow()
Declaration
public CreateScoreSettingsWindow()
Properties
OwnedTargets
Declaration
protected override IEnumerable<SerenityWizardTargetAsset> OwnedTargets { get; }
Property Value
| Type | Description |
|---|---|
| IEnumerable<SerenityWizardTargetAsset> |
PrimaryButtonLabel
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<CreateScoreSettingsWindow.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 Identity 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" is the Done step's own restart, which also clears the run's scratch metrics.
Declaration
protected override void OnFinishedRunPrimaryAction()
OnPrimaryAction()
A failed run is snapshotted into Serenity.Global.Infrastructure.Editor.SerenityStepWizardWindow`1.PrimaryActionOutcome too, so the Done panel never keeps showing the previous run's success.
Declaration
protected override void OnPrimaryAction()
Open()
Declaration
public static void Open()