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    Class HudElementAnimationListGui

    Draws one element's animation list: trigger, watched element, procedural layer, cooldown, and either the template gallery (no layer assigned yet) or the inline step editor (one is).

    Inheritance
    object
    HudElementAnimationListGui
    Inherited Members
    object.ToString()
    object.Equals(object)
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    Namespace: Serenity.GameUi.Infrastructure.Editor.Builder
    Assembly: Serenity.UnityGameUi.Infrastructure.Editor.dll
    Syntax
    public static class HudElementAnimationListGui
    Remarks

    A manual EditorGUILayout loop over the array with explicit reorder/remove buttons — the same idiom HudElementListGui uses for the element list itself and HudBindingInspectorGui uses for a binding's read chain — rather than a CustomPropertyDrawer or Unity's default reorderable-list field (the way UnityHudThresholdRamp's bands are drawn). A row here mixes a conditional signal picker, a sibling-id dropdown and a template gallery that needs the whole element list and the HUD asset's own path — context a property drawer, scoped to one array element, cannot reach cleanly.

    Methods

    Draw(SerializedProperty, SerializedProperty, int)

    Draws the whole animation list for one element, with its add control.

    Declaration
    public static void Draw(SerializedProperty animations, SerializedProperty elements, int elementIndex)
    Parameters
    Type Name Description
    SerializedProperty animations

    The serialized animations array on the element being edited.

    SerializedProperty elements

    The HUD's whole element list — the watched-element dropdown offers every id on it, and the gallery's Create buttons read the HUD asset's own path and id off its owning object.

    int elementIndex

    Position of the element being edited, to read its own id for "(self)".

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