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    Namespace Serenity.GameUi.Application.Validation

    Classes

    HudAnimationTriggerRules

    Canonical, engine-agnostic rule for classifying a HUD animation's trigger: which trigger kinds read a watched element's bound value, and therefore need a watched-element id to mean anything.

    HudDefinitionScanner

    The single set of rules for whether an authored HUD will actually work: ids present and unique, bindings that still resolve, representations paired with a value they can render, and an update policy that fires.

    HudDefinitionScanner.Sections

    The groups a finding can belong to. The five element-level names are the element's own field groups, so a tool can open the one at fault directly.

    HudRepresentationRules

    Canonical, engine-agnostic rules for pairing a bound HUD value with a representation: which representations can render a given value kind, and which of them need a capacity binding to mean anything.

    HudThresholdRules

    Canonical, engine-agnostic rules for a HUD element's threshold colour ramp: which representations can be coloured by a value band, and which band a value falls into.

    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.

    HudTriggerSignalFormat.ParamSlot

    One constructor-parameter slot of the pre-wired ShowHudSignal.

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