IndieGame/client/Packages/com.unity.inputsystem@1.7.0/InputSystem/Plugins/PlayerInput/PlayerNotifications.cs

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2024-10-11 10:12:15 +08:00
namespace UnityEngine.InputSystem
{
/// <summary>
/// Determines how the triggering of an action or other input-related events are relayed to other GameObjects.
/// </summary>
public enum PlayerNotifications
{
////TODO: add a "None" behavior; for actions, users may want to poll (or use the generated interfaces)
/// <summary>
/// Use <see cref="GameObject.SendMessage(string,object)"/> to send a message to the <see cref="GameObject"/>
/// that <see cref="PlayerInput"/> belongs to.
///
/// The message name will be the name of the action (e.g. "Jump"; it will not include the action map name),
/// and the object will be the <see cref="PlayerInput"/> on which the action was triggered.
///
/// If the notification is for an action that was triggered, <see cref="SendMessageOptions"/> will be
/// <see cref="SendMessageOptions.RequireReceiver"/> (i.e. an error will be logged if there is no corresponding
/// method). Otherwise it will be <see cref="SendMessageOptions.DontRequireReceiver"/>.
/// </summary>
SendMessages,
/// <summary>
/// Like <see cref="SendMessages"/> but instead of using <see cref="GameObject.SendMessage(string,object)"/>,
/// use <see cref="GameObject.BroadcastMessage(string,object)"/>.
/// </summary>
BroadcastMessages,
/// <summary>
/// Have a separate <a href="https://docs.unity3d.com/ScriptReference/Events.UnityEvent.html">UnityEvent</a> for each notification.
/// Allows wiring up target methods to invoke such that the connection is persisted in Unity serialized data.
///
/// See <see cref="PlayerInput.actionEvents"/> and related callbacks such as <see cref="PlayerInput.controlsChangedEvent"/>.
/// </summary>
InvokeUnityEvents,
////TODO: Kill
/// <summary>
/// Use plain C# callbacks.
/// </summary>
InvokeCSharpEvents
}
}