public sealed class ImportSettingsViewThe three sections every import-settings editor has, whatever it is importing.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
The base settings, where the asset appears in a build, and the per-target matrix. A texture editor is this plus a channel viewer; a model editor is this plus a part list — which is the whole reason it is a control rather than three copies of the same wiring.
⚠ Nothing here has an Apply button. Every edit is already a command on the document's stack and the document is already dirty; a second, weaker commit point would mean two answers to "have my changes taken effect" and an editor where Ctrl+S and Apply can disagree. What re-imports the asset is the import pass noticing that the settings hash moved, which is a thing the shell runs and not a thing a panel does.
Fields and properties (8)
protected override string TagNameThe element name this type answers to when a caller does not choose one.
protected override bool AcceptsFocusWhether the focus can rest on this kind of control at all.
public InspectorView SettingsThe editors for the base settings.
public InspectorView AddressableThe address, group and labels.
public TargetOverrideMatrix OverridesThe per-target grid.
public Alert UnknownShown when the sidecar holds keys this build does not understand.
public ScrollView ScrollThe scroll region the three sections are in.
public ImportSettingsDocument? EditedThe document being shown, or .
Methods (3)
protected override void OnCreated()Builds whatever this element is made of, once, as it joins a document.
public void Show(ImportSettingsDocument settings)Shows a document's settings.
public void Reload()Reads every editor back from the document, without rebuilding anything.
Used by (2)
- ModelImportViewVixen.Editor.AssetEditors
- TextureImportViewVixen.Editor.AssetEditors