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.