Namespace Serenity.GameUi.Infrastructure.Editor.Builder
Classes
CreateHudWindow
Creates a new HUD or edits an existing one: elements, their placement, what each reads and how it is drawn.
HudAnimationLayerEditorGui
Draws the inline step editor for a HUD element animation's assigned procedural layer: its steps (scale or activation) and its phasing — the layer reference itself is drawn by the always-visible Layer row in HudElementAnimationListGui, above both this editor and the gallery it replaces. Drawn in the row INSTEAD of HudElementAnimationListGui's "Choose an animation" gallery once a layer is assigned, and collapsible so a HUD with several animated elements does not turn into a wall of step rows.
HudAnimationLayerScaffold
Creates a starter ProceduralAnimator layer asset for a HUD element animation entry — a one-shot scale punch/pop-in or activation blink/strobe, or an ambient looping scale pulse/heartbeat or activation blink — prefilled so the entry is playable the moment the created asset lands on the row's Layer field. The Animation tab is unusable without this — authoring a sequence layer by hand, field by field, is exactly the friction a scaffold button exists to remove.
HudAnimationSequenceLayerInspector
Reads and rewrites the fields a sequence layer (TransformScaleSequenceLayerSO,
TransformRotationSequenceLayerSO, TransformPositionSequenceLayerSO,
ActivationSequenceLayerSO) exposes only as
private or protected serialized fields — transformId, steps, phaseMode,
repeatCount, loop — through a cached UnityEditor.SerializedObject, since none of them
offer a public setter.
HudAnimationTemplateRegistry
The animation templates offered by the animation row's "Choose an animation" gallery and its "New" dropdown: a small, hand-picked list of starter layers an author can create in one click, plus the seam for adding more.
HudAnimationTemplateRegistry.Template
One creatable starter animation layer, as offered by the row's gallery.
HudArgumentOptionCatalog
Discovers every IHudArgumentOptionProvider in the loaded assemblies, keyed by the parameter type each one serves.
HudBindingInspectorGui
Draws the editor for one HUD binding: where the value comes from, and the chain of reads that turns it into something displayable.
HudBindingReferenceResolver
Hands the engine-agnostic HUD scanner the directly-referenced source object behind a binding.
HudCreator
Creates and updates HUD assets. All asset mutation for the HUD builder lives here; the window only collects input and renders results.
HudCreator.Input
What the caller wants created or updated.
HudCreator.Result
What was created or updated.
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).
HudElementDetailGui
The fields of one HUD element, split into the four groups an author actually thinks in: where it sits, what it reads, how it looks, and when it re-reads.
HudElementListGui
Draws the list of HUD elements: placement, caption, bindings, representation and update policy.
HudElementTreeOrderGui
The Unity-side adapter over HudElementTreeOrder: projects a HUD's serialized element list into the pure solver's input, and carries out the sibling-aware move, remove and duplicate operations the nested list's row actions need.
HudFeedbackDefinitionPicker
Picks a project FeedbackDefinition asset's id for a HUD element's change-feedback field.
HudMemberCatalog
Discovers the types a HUD can bind to and the members it can read from them.
HudMemberCatalog.MemberOption
One member a binding step could read.
HudPreviewBuilder
Populates a preview canvas with a HUD's elements, drawn from the theme and fed sample values.
HudPreviewWindow
A dockable window showing the HUD as it will be drawn, at a chosen resolution and theme — and letting an author select, move, scale and rotate its elements directly, Photoshop-style.
HudRepresentationInspectorGui
Picks how a HUD element draws, and edits whatever the chosen representation needs.
HudTextStyleInspectorGui
How a HUD element's text is written: the theme's lettering, or a typeface and colour of its own — plus how it sits in its box.
HudTimeRepresentationGui
The stopwatch editor: each choice is a set of buttons showing what it produces, under a live sample of the whole format.
Interfaces
IHudArgumentOptionProvider
Supplies the authored-text options a HUD argument field of a specific type should offer, so HudBindingInspectorGui can draw a dropdown (or an ordered picklist) instead of a bare text field.