Class CreateUiSettingsWindow
Step-by-step window for creating (or updating) the project-wide UnityUiSettings asset.
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. Get-or-create target resolution goes through
Serenity.Global.Infrastructure.Editor.SerenityWizardTargetAsset and Serenity.Global.Infrastructure.Editor.SerenityWizardTargetAssetGui. The window only
collects input and renders results; UiSettingsCreator does the actual validation and
generation work.
Every field — including the Ui and theme OBJECT REFERENCES — is edited through a
Serenity.Global.Infrastructure.Editor.SerenityWizardScratchDraft<> scratch instance (via Serenity.Ui.Installation.Editor.Settings.Builder.CreateUiSettingsWindow._draftLifecycle)
rather than mirrored local fields, so an update-in-place run can never silently revert one to its
static template default — a wiped Ui reference boot-breaks the game — mirroring
CreateSystemConfigurationSettingsWindow.
Inheritance
CreateUiSettingsWindow
Assembly: Serenity.UnityUi.Installation.Editor.dll
Syntax
public sealed class CreateUiSettingsWindow : SerenityStepWizardWindow<CreateUiSettingsWindow.WizardStep>
Constructors
CreateUiSettingsWindow()
Declaration
public CreateUiSettingsWindow()
Properties
OwnedTargets
Declaration
protected override IEnumerable<SerenityWizardTargetAsset> OwnedTargets { get; }
Property Value
| Type |
Description |
| IEnumerable<SerenityWizardTargetAsset> |
|
Declaration
protected override string PrimaryButtonLabel { get; }
Property Value
WindowTitle
Declaration
protected override string WindowTitle { get; }
Property Value
Methods
BuildSteps()
Declaration
protected override WizardStepDescriptor<CreateUiSettingsWindow.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.
Otherwise ensures the scratch draft survived — see Serenity.Ui.Installation.Editor.Settings.Builder.CreateUiSettingsWindow._draftLifecycle's own remarks.
Declaration
protected override void OnBeforeDrawStep()
OnPrimaryAction()
Declaration
protected override void OnPrimaryAction()
Open()
Declaration
public static void Open()