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.
IFeedbackServiceFactory
Factory interface for creating feedback service instances.
IFeedbackSettings
Configuration for the feedback service: which game-settings keys gate it and which definitions back the default menu reactions.