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    Class ShowHudSignal

    Requests that the HUD identified by HudId be shown. This is the no-code path onto IGameUiService.SetHudState — the same call UnityGameHudPresenter-driven code makes, just reachable from a SignalEmitterComponent with no generated script.

    Inheritance
    object
    ShowHudSignal
    Namespace: Serenity.GameUi.Application.Events
    Assembly: Serenity.GameUi.Application.dll
    Syntax
    public class ShowHudSignal : EventDispatcherSignal
    Remarks

    HudId is a mutable field, not a readonly one, even though every caller only ever sets it through the constructor: Unity does not serialize readonly fields, and this signal is also authored as a plain (non-Addressables) embedded instance — a [SerializeReference] entry in UnityGameModeSignalConfiguration.Signals/ExitSignals, so a mode's enter/exit signal list can dispatch ShowHudSignal directly. A readonly field there would serialize as permanently empty, which is exactly the bug this field shape fixes.

    Constructors

    ShowHudSignal()

    Initializes an empty signal (used by the inspector / serialization).

    Declaration
    public ShowHudSignal()

    ShowHudSignal(string)

    Initializes a signal that shows the HUD identified by hudId.

    Declaration
    public ShowHudSignal(string hudId)
    Parameters
    Type Name Description
    string hudId

    The id of the HUD definition to show.

    Fields

    HudId

    Declaration
    public string HudId
    Field Value
    Type Description
    string

    The id of the HUD definition to show (HudState.ActiveHudId).

    Methods

    ToString()

    Returns a string representation of the signal.

    Declaration
    public override string ToString()
    Returns
    Type Description
    string
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