Namespace Serenity.Ui.Infrastructure.Widgets
Classes
SerenityButton
Reusable button wrapping a real Serenity UnityUiSubmitComponent (the theme's Submittable). Selectable by mouse (uGUI Button) or programmatically via Submit() (keyboard/gamepad driven by the owner). SetFocused(bool) tints it for manual focus navigation (e.g. the CascadeMenu), since standalone components aren't driven by Serenity's menu input router. Created via CreateButton(Transform, string, int, string, Action).
SerenityGauge
Reusable fill/gauge bar wrapping a real Serenity UnityUiSliderComponent (the theme's LoadingProgress component). Drive it with SetFill(float) (0..1). Created via CreateGauge(Transform, string, int, string, float).
SerenityImage
Reusable gameplay image widget (portraits, icons, banners). Wraps a UnityEngine.UI.Image on its own GameObject. There is no theme template for raw images, so this is a thin, drop-in widget for any game's gameplay UI. Created via CreateImage(Transform, Sprite).
SerenityLabel
Reusable themed text label. Wraps a TMP_Text instantiated from the active theme's
TitleTemplate prefab, so it inherits the theme's font/styling. Drive it with
SetText(string). Created via CreateLabel(Transform, string, float).
SerenityStatusPanel
Reusable composite that renders one gameplay entity's status from real Serenity widgets: a name SerenityLabel plus up to three SerenityGauges (e.g. HP / charge / limit). Built entirely at runtime via SerenityUiContext. Drive it with the Set* methods; SetHighlighted(bool) tints the panel for target selection.
SerenityUiContext
Shared helper that lets gameplay code build REAL Serenity themed UI components at runtime. It resolves the active theme + required services from the service locator and constructs the Serenity component factories (which aren't registered in the locator but only need the view-element factory). Reusable foundation for the Widgets module.