Class SignalFlowScanner
Editor-only scanner that builds the signal → dispatchers/modals/reactions/emitters graph from project
types and assets. Kept separate from the window so the data collection can be reused/tested independent
of GUI drawing, mirroring AudioMixerRelationshipScanner's split for the mixer topology window.
Inherited Members
Namespace: Serenity.EventDispatcher.Infrastructure.Editor
Assembly: Serenity.UnityEventDispatcher.Infrastructure.Editor.dll
Syntax
public static class SignalFlowScanner
Remarks
Three different string formats flow into signal resolution, each with exactly one resolver — mixing them up silently mis-resolves or drops a signal:
| Producer | Format → resolver |
|---|---|
signalTypeName fields (definition/modal/reaction assets) | AssemblyQualifiedName → Serenity.EventDispatcher.Infrastructure.Editor.SignalFlowScanner.ResolveSignalType(System.String,System.Collections.Generic.Dictionary{System.String,System.Type}) |
UnityActionDefinition.Signal | bare FullName → the signalsByFullName lookup ONLY, never GetType(string) |
[SerializeReference] slots (menu/modal option and view-level signals, via Serenity.EventDispatcher.Infrastructure.Editor.SignalFlowViewSignalCollector) | "<Assembly> <FullName>" → split at the first space, then signalsByFullName |
Methods
Scan(bool)
Rebuilds the signal → dispatchers / modals / reactions / emitters maps from project types and assets.
Declaration
public static SignalFlowScanner.ScanResult Scan(bool includeScenesAndPrefabs = false)
Parameters
| Type | Name | Description |
|---|---|---|
| bool | includeScenesAndPrefabs | When |
Returns
| Type | Description |
|---|---|
| SignalFlowScanner.ScanResult |