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).
Inherited Members
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 |
| 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)". |