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    Namespace Serenity.Feedback.Application.Interfaces

    Interfaces

    IFeedbackChannel

    One output modality of the feedback system (vibration, LED, screen flash, hit-stop, screen shake, …). The service routes each IFeedbackEffect to every channel whose CanPlay(IFeedbackEffect) returns true. Channels are actuators: they receive an already-scaled effect and own its lifetime (duration/restoration), scheduling work via IFeedbackRuntime.

    IFeedbackDefinitionProvider

    Resolves a feedback definition id into engine-agnostic FeedbackDefinitionData.

    IFeedbackRuntime

    Coroutine host that channels use to schedule their own per-effect restoration (LED reset, flash fade-out, hit-stop restore, shake decay) without each channel being a MonoBehaviour. The feedback service implements this and remains the single owner of the global stop/lifecycle safety net. Routines are keyed by an opaque handle so a new run replaces a prior one.

    IFeedbackService

    The single caller-facing entry point for feedback. Gameplay code, menu navigation, and the PlayFeedbackSignal bridge all go through this one service, so global enable/intensity scaling lives in exactly one place. Targeting is multiplayer-aware: callers can address the acting pad, a specific player, a specific PlayerInput, or a specific device.

    IFeedbackSettings

    Configuration for the feedback service: which game-settings keys gate it and which definitions back the default menu reactions.

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