Class CreateFontWindow
Step-by-step window for turning a source UnityEngine.Font into a persisted, Addressable TMPro.TMP_FontAsset — the atomic counterpart to the Theme Builder's own Font step. FontAssetCreator does the actual validation and generation work. 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.
Every run creates a brand-new asset rather than updating one in place — see
FontAssetCreator's own "never overwrites" remark — so, like CreateModalWindow, the
Done step's own "Create Another" resets the identity fields for a fresh run instead of returning to
review the asset just written.
Namespace: Serenity.Ui.Infrastructure.Editor.Builder
Assembly: Serenity.UnityUi.Infrastructure.Editor.dll
Syntax
public sealed class CreateFontWindow : SerenityStepWizardWindow<CreateFontWindow.WizardStep>
Constructors
CreateFontWindow()
Declaration
public CreateFontWindow()
Properties
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<CreateFontWindow.WizardStep>[] BuildSteps()
Returns
| Type | Description |
|---|---|
| WizardStepDescriptor<WizardStep>[] |
OnFinishedRunPrimaryAction()
A finished run's "Create Another" is the Done step's own restart: a fresh font from Identity.
Declaration
protected override void OnFinishedRunPrimaryAction()
OnPrimaryAction()
Declaration
protected override void OnPrimaryAction()
Open()
Declaration
public static void Open()