Class 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.
Namespace: Serenity.EventDispatcher.Infrastructure.Components
Assembly: Serenity.UnityGlobal.Infrastructure.dll
Syntax
public class SignalReactionComponent : MonoBehaviour
Remarks
Subscriptions are made through the shared IEventDispatcherService (resolved via ServiceLocatorBridge), so reactions go through the same path as code-defined actions. Because the service is registered during the initialization pipeline, this component waits (via a coroutine) until the service is available before binding, then unsubscribes cleanly when disabled or destroyed.
The UnityEngine.Events.UnityEvent response is parameterless: it answers "react to this signal happening", not
"read this signal's payload". Reactions that need the signal's data still belong in an
EventDispatcherAction<TSignal>.
Constructors
SignalReactionComponent()
Declaration
public SignalReactionComponent()
Properties
Reactions
Gets the configured signal-to-response mappings.
Declaration
public IReadOnlyList<SignalReactionComponent.SignalReaction> Reactions { get; }
Property Value
| Type | Description |
|---|---|
| IReadOnlyList<SignalReactionComponent.SignalReaction> |