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    Class RecipeSignalDto

    Recipe description of a single [SerializeReference] EventDispatcherSignal to wire onto a menu, modal, or option. The common case is a parameterless marker signal — just give its type (the .NET FullName, e.g. Serenity.GameMode.Application.Events.ResumeGameSignal); leave fields empty. For a signal that carries serialized data, add the data as RecipeNode field nodes (same representation the generic assets section uses), so the whole signal graph is reproduced. Applied through RecipeSerializedPropertyCodec.

    Inheritance
    object
    RecipeSignalDto
    Inherited Members
    object.ToString()
    object.Equals(object)
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    Namespace: Serenity.ProjectRecipe.Infrastructure.Editor.Model
    Assembly: Serenity.UnityProjectRecipe.Infrastructure.Editor.dll
    Syntax
    public class RecipeSignalDto

    Constructors

    RecipeSignalDto()

    Declaration
    public RecipeSignalDto()

    Fields

    fields

    Declaration
    public RecipeNode[] fields
    Field Value
    Type Description
    RecipeNode[]

    Optional serialized field values of the signal, as a node tree (omit for parameterless signals). Mirrors the captured [SerializeReference] children, so a signal with data round-trips exactly.

    type

    Declaration
    public string type
    Field Value
    Type Description
    string

    The signal type. The .NET FullName (namespace + type, no assembly) is preferred and matches the discovery registry; the assembly-qualified "<assembly> <fullName>" form is also accepted. Required; a value that cannot be resolved is reported and the slot is left empty.

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