Class SignalFlowScanner.ScanResult
The signal → dispatchers/modals/reactions/emitters graph for the whole project.
Inheritance
SignalFlowScanner.ScanResult
Assembly: Serenity.UnityEventDispatcher.Infrastructure.Editor.dll
Syntax
public sealed class SignalFlowScanner.ScanResult
Constructors
ScanResult()
Declaration
Fields
AssetDispatchersBySignal
Authored dispatch sites that are not a UnityEventDispatcherSignalDefinition asset —
UnityActionDefinition assets, and menu/modal option submit signals plus menu-level
show/hide/cancel/submit slots discovered by Serenity.EventDispatcher.Infrastructure.Editor.SignalFlowViewSignalCollector. Each
site stores its own asset path and kind, so the window can render and ping it without a second
lookup.
Declaration
public Dictionary<Type, List<SignalDispatchSite>> AssetDispatchersBySignal
Field Value
DefinitionsBySignal
Declaration
public Dictionary<Type, List<string>> DefinitionsBySignal
Field Value
EmittersBySignal
Prefab and scene paths whose SignalEmitterComponent usages dispatch each signal.
Only populated when Scan(bool) is called with includeScenesAndPrefabs: true. A
scene path means "this scene contains an emitter referencing this signal" — see
SceneScanSkippedReason and the scene-scan remarks on Scan(bool) for why no
GameObject path is attached to scene entries.
Declaration
public Dictionary<Type, List<string>> EmittersBySignal
Field Value
ModalsBySignal
Declaration
public Dictionary<Type, List<string>> ModalsBySignal
Field Value
ReactionComponentsBySignal
Prefab and scene paths whose SignalReactionComponent reactions target each
signal. Only populated when Scan(bool) is called with includeScenesAndPrefabs: true.
A scene path means "this scene contains a reaction component listening for this signal" — see
SceneScanSkippedReason and the scene-scan remarks on Scan(bool) for why no
GameObject path is attached to scene entries.
Declaration
public Dictionary<Type, List<string>> ReactionComponentsBySignal
Field Value
ReactionsBySignal
Declaration
public Dictionary<Type, List<Type>> ReactionsBySignal
Field Value
SceneScanSkippedReason
Non-null when the scene half of the emitter scan was skipped because the project's asset
serialization mode is not UnityEditor.SerializationMode.ForceText (a binary .unity file
cannot be grepped for the emitter script's GUID). Prefab results are unaffected. Null when
scenes were scanned normally, or when includeScenesAndPrefabs was false.
Declaration
public string SceneScanSkippedReason
Field Value
Signals
Declaration
public List<Type> Signals
Field Value