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    Class HudTriggerSignalFormat

    Engine-agnostic description of the no-code "trigger signal" convention: how a ShowHudSignal gets pre-wired onto a signal-definition asset so a designer can show a HUD with zero generated code. This is the FORMAT rule only (parameter name and value) — materializing it into a concrete Unity-serialized signal definition (UnityEventDispatcherSignalDefinition / UnityConfiguredSignalParameter, both Unity-typed) is the editor builder's job (HudCreator.BuildHudShowTriggerSignalDefinition). Mirrors FeedbackTriggerSignalFormat.

    Inheritance
    object
    HudTriggerSignalFormat
    Inherited Members
    object.ToString()
    object.Equals(object)
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    Namespace: Serenity.GameUi.Application.Validation
    Assembly: Serenity.GameUi.Application.dll
    Syntax
    public static class HudTriggerSignalFormat

    Methods

    BuildShowHudSignalSlots(string)

    Builds the ordered constructor-parameter slots for ShowHudSignal(string hudId), configured to show hudId.

    Declaration
    public static IReadOnlyList<HudTriggerSignalFormat.ParamSlot> BuildShowHudSignalSlots(string hudId)
    Parameters
    Type Name Description
    string hudId
    Returns
    Type Description
    IReadOnlyList<HudTriggerSignalFormat.ParamSlot>
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