logo SERENITY
Game Systems Foundation
Search Results for

    Show / Hide Table of Contents

    Class SignalFlowScanner.ScanResult

    The signal → dispatchers/modals/reactions/emitters graph for the whole project.

    Inheritance
    object
    SignalFlowScanner.ScanResult
    Inherited Members
    object.ToString()
    object.Equals(object)
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetHashCode()
    object.GetType()
    Namespace: Serenity.EventDispatcher.Infrastructure.Editor
    Assembly: Serenity.UnityEventDispatcher.Infrastructure.Editor.dll
    Syntax
    public sealed class SignalFlowScanner.ScanResult

    Constructors

    ScanResult()

    Declaration
    public ScanResult()

    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
    Type Description
    Dictionary<Type, List<SignalDispatchSite>>

    DefinitionsBySignal

    Declaration
    public Dictionary<Type, List<string>> DefinitionsBySignal
    Field Value
    Type Description
    Dictionary<Type, List<string>>

    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
    Type Description
    Dictionary<Type, List<string>>

    ModalsBySignal

    Declaration
    public Dictionary<Type, List<string>> ModalsBySignal
    Field Value
    Type Description
    Dictionary<Type, List<string>>

    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
    Type Description
    Dictionary<Type, List<string>>

    ReactionsBySignal

    Declaration
    public Dictionary<Type, List<Type>> ReactionsBySignal
    Field Value
    Type Description
    Dictionary<Type, List<Type>>

    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
    Type Description
    string

    Signals

    Declaration
    public List<Type> Signals
    Field Value
    Type Description
    List<Type>
    In this article
    © 2026 Serenity. All Rights Reserved