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.