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    Class FeedbackTriggerSignalFormat

    Engine-agnostic description of the no-code "trigger signal" convention: how a PlayFeedbackSignal gets pre-wired onto a signal-definition asset so a designer can fire a feedback with zero generated code. This is the FORMAT rule only (parameter names, order, and value kind) — materializing it into a concrete Unity-serialized signal definition (UnityEventDispatcherSignalDefinition / UnityConfiguredSignalParameter, both Unity-typed) is the editor builder's job (FeedbackCreator.BuildFeedbackTriggerSignalDefinition). Losing this convention in a port would silently break every no-code feedback trigger, so it is the single source of truth both today's Unity builder and a future non-Unity equivalent must follow.

    Inheritance
    object
    FeedbackTriggerSignalFormat
    Inherited Members
    object.ToString()
    object.Equals(object)
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    Namespace: Serenity.Feedback.Application.Validation
    Assembly: Serenity.Feedback.Application.dll
    Syntax
    public static class FeedbackTriggerSignalFormat

    Methods

    BuildPlayFeedbackSignalSlots(string)

    Builds the ordered constructor-parameter slots for PlayFeedbackSignal(string definitionId, int? playerIndex = null, string deviceId = null), configured to play feedbackId on the acting pad (both playerIndex and deviceId left "not provided").

    Declaration
    public static IReadOnlyList<FeedbackTriggerSignalFormat.ParamSlot> BuildPlayFeedbackSignalSlots(string feedbackId)
    Parameters
    Type Name Description
    string feedbackId
    Returns
    Type Description
    IReadOnlyList<FeedbackTriggerSignalFormat.ParamSlot>
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