Class HudAnimationTemplateRegistry.Template
One creatable starter animation layer, as offered by the row's gallery.
Inherited Members
Namespace: Serenity.GameUi.Infrastructure.Editor.Builder
Assembly: Serenity.UnityGameUi.Infrastructure.Editor.dll
Syntax
public sealed class HudAnimationTemplateRegistry.Template
Constructors
Template()
Declaration
public Template()
Fields
Create
Creates and saves the starter layer asset: folder, HUD id, owning element id → the created layer.
Declaration
public Func<string, string, string, ProceduralLayerSO> Create
Field Value
| Type | Description |
|---|---|
| Func<string, string, string, ProceduralLayerSO> |
Description
The one-line "when to use this" sentence, describing the starter content this template bakes in — the load-bearing content of a hand-written entry (see the class remarks).
Declaration
public string Description
Field Value
| Type | Description |
|---|---|
| string |
DisplayName
Shown in bold as the gallery row's title and as the "New" menu's item label — the layer type's own real name (see Serenity.GameUi.Infrastructure.Editor.Builder.HudAnimationTemplateRegistry.ResolveDisplayName(System.Type)), not a description of the starter content it happens to bake in.
Declaration
public string DisplayName
Field Value
| Type | Description |
|---|---|
| string |
FileSuffix
The suffix the created asset's file name ends with (e.g. "Punch", "Blink").
Declaration
public string FileSuffix
Field Value
| Type | Description |
|---|---|
| string |
LayerKindLabel
The procedural layer kind this template creates, shown beside the description.
Declaration
public string LayerKindLabel
Field Value
| Type | Description |
|---|---|
| string |
LayerType
The concrete ProceduralLayerSO type this template creates — used by All to tell which HUD-compatible types already have a hand-written entry, so its backfill does not double up on one.
Declaration
public Type LayerType
Field Value
| Type | Description |
|---|---|
| Type |
PlaysWhileHidden
Whether choosing this template should also arm the animation entry's own
playsWhileHidden flag — true for a template whose sequence is meant to run on an
element that starts (or ends) hidden, such as a blink that finishes off.
Declaration
public bool PlaysWhileHidden
Field Value
| Type | Description |
|---|---|
| bool |
PresetLabel
The short name of the specific starter content this template bakes in — e.g. "Punch", "Pulse", "Insert coin blink" — shown alongside DisplayName (see MenuLabel) to tell apart multiple templates that create the same LayerType.
Declaration
public string PresetLabel
Field Value
| Type | Description |
|---|---|
| string |
Properties
MenuLabel
The gallery card title and "New" menu item label: DisplayName and PresetLabel joined by an em dash, so two templates that create the same LayerType (e.g. "Scale Sequence — Punch" and "Scale Sequence — Pulse") stay distinguishable in the flat gallery/menu list. Falls back to the bare DisplayName when PresetLabel is empty — true only for Serenity.GameUi.Infrastructure.Editor.Builder.HudAnimationTemplateRegistry.BuildBareTemplate(System.Type)'s type-scan backfill, which has no hand-authored preset to name.
Declaration
public string MenuLabel { get; }
Property Value
| Type | Description |
|---|---|
| string |