Class SignalDispatchSite
One authored, pingable asset that dispatches a signal outside the UnityEventDispatcherSignalDefinition
convention the scanner's signalTypeName field already covers — an action definition, or a menu/modal
option/slot. Value equality over all three properties lets SignalFlowScanner's existing
Add helper dedup entries via Contains(T), the same
way it already dedups plain asset-path strings.
Inheritance
SignalDispatchSite
Assembly: Serenity.UnityEventDispatcher.Infrastructure.Editor.dll
Syntax
public sealed class SignalDispatchSite : IEquatable<SignalDispatchSite>
Constructors
SignalDispatchSite(string, string, SignalDispatchSiteKind)
Declaration
public SignalDispatchSite(string assetPath, string label, SignalDispatchSiteKind kind)
Parameters
Properties
AssetPath
Declaration
public string AssetPath { get; }
Property Value
| Type |
Description |
| string |
Project-relative path of the asset this dispatch site was discovered on.
|
Kind
Declaration
public SignalDispatchSiteKind Kind { get; }
Property Value
Label
Declaration
public string Label { get; }
Property Value
| Type |
Description |
| string |
Human-readable label for the site — an authored id when one exists, else a fallback derived from the asset.
|
Methods
Equals(SignalDispatchSite)
Declaration
public bool Equals(SignalDispatchSite other)
Parameters
Returns
Equals(object)
Declaration
public override bool Equals(object obj)
Parameters
| Type |
Name |
Description |
| object |
obj |
|
Returns
Overrides
GetHashCode()
Declaration
public override int GetHashCode()
Returns
Overrides
Implements