logo SERENITY
Game Systems Foundation
Search Results for

    Show / Hide Table of Contents

    Namespace Serenity.GameUi.Application.Events

    Classes

    HideHudElementSignal

    Requests that a single HUD element be hidden — invisible, but still occupying its space and still ticking its bindings, the same "keep the slot, drop the visual" decision the stack representation makes for a spent slot. Handled by the view (UnityHudHostComponent) rather than the business IGameUiService — element visibility is presentation state, not part of HudState.

    HideHudSignal

    Requests that the HUD be hidden. This is the no-code path onto IGameUiService.HideHud — reachable from a SignalEmitterComponent with no generated script.

    ShowHudElementSignal

    Requests that a single HUD element be shown again after being hidden with HideHudElementSignal. Handled by the view (UnityHudHostComponent) rather than the business IGameUiService — element visibility is presentation state, not part of HudState.

    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.

    In this article
    © 2026 Serenity. All Rights Reserved