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 |