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    Class HudAnimationTemplateRegistry.Template

    One creatable starter animation layer, as offered by the row's gallery.

    Inheritance
    object
    HudAnimationTemplateRegistry.Template
    Inherited Members
    object.ToString()
    object.Equals(object)
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetHashCode()
    object.GetType()
    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
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