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    Namespace Serenity.GameUi.Infrastructure.Representations

    Classes

    HudRenderResources

    The theme-derived building blocks a representation renders with, resolved once by the host and handed to every element so each one does not re-resolve the theme.

    HudRepeatedSpriteRenderer

    Draws a quantity as a row of sprites: one per unit, optionally with the spent slots still visible, and optionally collapsing to a single sprite plus a count once the quantity gets large.

    HudRepeatedSpriteSettings

    The drawing options a repeated-sprite representation hands to its renderer, so the stack and segmented representations can configure the same renderer differently.

    HudTextRepresentationRenderer

    Renders any textual representation into a single text object, writing only when the formatted result actually changed.

    UnityHudFlexboxRepresentation

    A container that lays other HUD elements out along its own grow direction, flexbox-style. Reads no value of its own; the elements placed inside it (via their authored ParentId) are its content.

    UnityHudFractionPartRepresentation

    Shows only the fractional part of the bound value — the digits after the decimal point — floored and zero-padded to a fixed width, so it can sit beside UnityHudIntegerPartRepresentation in a flexbox as the small, fast-ticking half of a value split across two elements (e.g. a big "12" beside a smaller "05").

    UnityHudGaugeRepresentation

    Draws the value as a continuous fill bar, filled to the value over the capacity.

    UnityHudIconSetRepresentation

    Draws a sprite chosen by the value — a weapon icon, a status symbol, a state light.

    UnityHudIconSetRepresentation.IconEntry

    One value-to-sprite mapping.

    UnityHudIntegerPartRepresentation

    Shows only the floored integer part of the bound value, discarding whatever comes after the decimal point — the large, slow-changing half of a value split across two elements, paired with UnityHudFractionPartRepresentation for the small, fast-ticking half.

    UnityHudLabelRepresentation

    A standalone, translatable piece of text that reads no value — a heading over the ammo block, a "WAVE" tag beside a counter.

    UnityHudNumberRepresentation

    Shows the bound value as a number, with a chosen precision, zero padding and grouping.

    UnityHudRepresentation

    How one HUD element turns its bound value into something on screen.

    UnityHudSegmentedRepresentation

    Draws the value as a fixed row of discrete pips — the life strip of an arcade shooter — where the row length is the capacity and the filled count is the value.

    UnityHudSpriteRepresentation

    Draws a fixed sprite that reads no value at all — a frame around the ammo counter, a divider, a crest.

    UnityHudStackRepresentation

    Draws the value as a sprite repeated once per unit — the bullet row of an arcade shooter — collapsing to a single sprite plus a count once the quantity gets large.

    UnityHudTextRepresentation

    Shows the bound value's own text, exactly as the binding produced it.

    UnityHudTextualRepresentation

    Base for the representations whose whole output is a piece of text, so they can share one renderer and differ only in how they turn the bound value into a string.

    UnityHudTimeRepresentation

    Shows the bound value as a stopwatch: a duration in seconds, written out with the units, padding, separators and precision the element chooses.

    Interfaces

    IHudRepresentationRenderer

    Builds a representation's visuals once, then updates them from the bindings on every tick.

    IHudValueColorable

    A renderer that can be recoloured by a HUD element's threshold ramp, independently of a value change.

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