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