Class FeedbackTriggerSignalFormat
Engine-agnostic description of the no-code "trigger signal" convention: how a
PlayFeedbackSignal gets pre-wired onto a signal-definition asset so a designer can fire a
feedback with zero generated code. This is the FORMAT rule only (parameter names, order, and value
kind) — materializing it into a concrete Unity-serialized signal definition
(UnityEventDispatcherSignalDefinition / UnityConfiguredSignalParameter, both
Unity-typed) is the editor builder's job (FeedbackCreator.BuildFeedbackTriggerSignalDefinition).
Losing this convention in a port would silently break every no-code feedback trigger, so it is the
single source of truth both today's Unity builder and a future non-Unity equivalent must follow.
Inherited Members
Namespace: Serenity.Feedback.Application.Validation
Assembly: Serenity.Feedback.Application.dll
Syntax
public static class FeedbackTriggerSignalFormat
Methods
BuildPlayFeedbackSignalSlots(string)
Builds the ordered constructor-parameter slots for
PlayFeedbackSignal(string definitionId, int? playerIndex = null, string deviceId = null),
configured to play feedbackId on the acting pad (both playerIndex and
deviceId left "not provided").
Declaration
public static IReadOnlyList<FeedbackTriggerSignalFormat.ParamSlot> BuildPlayFeedbackSignalSlots(string feedbackId)
Parameters
| Type | Name | Description |
|---|---|---|
| string | feedbackId |
Returns
| Type | Description |
|---|---|
| IReadOnlyList<FeedbackTriggerSignalFormat.ParamSlot> |