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    Namespace Serenity.EventDispatcher.Infrastructure.Components

    Classes

    SignalEmitterComponent

    Gameplay MonoBehaviour that dispatches Inspector-authored UnityEventDispatcherSignalDefinition assets through the IEventDispatcherService.
    Holds a list of signal definitions and exposes Dispatch(string), which builds and dispatches the definition whose Id matches the supplied id. Wire Dispatch(string) (or DispatchFirst()) to a collision, input callback, animation event or UnityEvent to emit a signal from a gameplay object.

    SignalReactionComponent

    No-code counterpart to SignalEmitterComponent: reacts to a dispatched EventDispatcherSignal by invoking an inspector-authored UnityEngine.Events.UnityEvent.
    Where EventDispatcherAction<TSignal> is the code-defined reaction to a signal, this component lets a designer wire "when signal X is dispatched, do Y" entirely in the Inspector — pick the signal type from a dropdown and drag the response into a UnityEngine.Events.UnityEvent, with no C# required.

    SignalReactionComponent.SignalReaction

    A single mapping between a signal type (chosen in the Inspector) and the response to invoke when a signal of that type is dispatched.

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