logo SERENITY
Game Systems Foundation
Search Results for

    Show / Hide Table of Contents

    Interface IHudMemberStep

    One hop of a HUD binding chain: read a field, read a property, or call a method with authored constant arguments.

    Namespace: Serenity.GameUi.Domain.Interfaces
    Assembly: Serenity.GameUi.Domain.dll
    Syntax
    public interface IHudMemberStep
    Remarks

    A chain rather than a single member is what lets the HUD read Serenity's own data. The framework's services are snapshot-shaped — the ammo counter is IGameWeaponService.GetSnapshot(weaponId).CurrentAmmo, a parameterised call followed by a field read — so a picker limited to parameterless members could not express it.

    Properties

    ArgumentTypeNames

    Assembly-qualified parameter type names identifying the exact overload, for METHOD. Empty for fields, properties and parameterless methods.

    Declaration
    IReadOnlyList<string> ArgumentTypeNames { get; }
    Property Value
    Type Description
    IReadOnlyList<string>
    Remarks

    Stored alongside the name so the chosen overload survives a domain reload, mirroring how UnityReflectionCallTaskDefinition persists its method selection.

    ArgumentValues

    The authored constant arguments, as text, parsed against ArgumentTypeNames when the chain is compiled. Must have the same count as ArgumentTypeNames.

    Declaration
    IReadOnlyList<string> ArgumentValues { get; }
    Property Value
    Type Description
    IReadOnlyList<string>

    Kind

    Whether this step reads a field, reads a property, or calls a method.

    Declaration
    HudMemberKind Kind { get; }
    Property Value
    Type Description
    HudMemberKind

    MemberName

    The member's name on the type this step is evaluated against.

    Declaration
    string MemberName { get; }
    Property Value
    Type Description
    string
    In this article
    © 2026 Serenity. All Rights Reserved