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    Class HudCreator.Input

    What the caller wants created or updated.

    Inheritance
    object
    HudCreator.Input
    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 HudCreator.Input

    Constructors

    Input()

    Declaration
    public Input()

    Fields

    Elements

    The elements the HUD shows.

    Declaration
    public List<UnityHudElementDefinition> Elements
    Field Value
    Type Description
    List<UnityHudElementDefinition>

    ExistingAsset

    An existing asset to update in place, or null to create a new one.

    Declaration
    public UnityHudDefinition ExistingAsset
    Field Value
    Type Description
    UnityHudDefinition

    GenerateSignalDefinition

    When true, also creates a UnityEventDispatcherSignalDefinition pre-wired to dispatch ShowHudSignal for this HUD's id — a pure no-code trigger a SignalEmitterComponent can fire without any generated C#. Mirrors FeedbackCreator.Input.GenerateSignalDefinition. Only applies when creating a new HUD; ignored when ExistingAsset is set.

    Declaration
    public bool GenerateSignalDefinition
    Field Value
    Type Description
    bool

    Id

    The HUD's id, which HudState.ActiveHudId names to show it.

    Declaration
    public string Id
    Field Value
    Type Description
    string

    OutputFolder

    Project folder to create the asset in.

    Declaration
    public string OutputFolder
    Field Value
    Type Description
    string

    RegisterAsAddressables

    Register the created asset in the Serenity Addressables group. On by default; tests turn it off so they do not pollute the project's Addressables settings.

    Declaration
    public bool RegisterAsAddressables
    Field Value
    Type Description
    bool
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