Class HudCreator.Input
What the caller wants created or updated.
Inherited Members
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 |