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.