Class UnityHudDefinition
An authored HUD: the set of elements shown together. A project can hold several — one per game mode,
say — and switch between them through HudState.ActiveHudId.
Namespace: Serenity.GameUi.Infrastructure.Settings
Assembly: Serenity.UnityGameUi.Infrastructure.dll
Syntax
public class UnityHudDefinition : ScriptableObject, IHudDefinition, IFoundationSettings
Remarks
Elements are nested serialized data rather than separate assets, following the composite view's child slots: a HUD is edited as one thing, so it is one file in a diff and one asset to keep Addressable.
Constructors
UnityHudDefinition()
Declaration
public UnityHudDefinition()
Properties
ElementSettings
The elements in their concrete form, for renderers that need the Unity-only fields.
Declaration
public IReadOnlyList<UnityHudElementDefinition> ElementSettings { get; }
Property Value
| Type | Description |
|---|---|
| IReadOnlyList<UnityHudElementDefinition> |
Elements
Declaration
public IReadOnlyList<IHudElementDefinition> Elements { get; }
Property Value
| Type | Description |
|---|---|
| IReadOnlyList<IHudElementDefinition> |
Guid
Declaration
public string Guid { get; set; }
Property Value
| Type | Description |
|---|---|
| string |
Id
Declaration
public string Id { get; set; }
Property Value
| Type | Description |
|---|---|
| string |
Methods
SetElements(IEnumerable<UnityHudElementDefinition>)
Replaces the element list. Used by the builder tool.
Declaration
public void SetElements(IEnumerable<UnityHudElementDefinition> value)
Parameters
| Type | Name | Description |
|---|---|---|
| IEnumerable<UnityHudElementDefinition> | value | The elements this HUD shows. |