UnitySignals
Signals for Unity3D
Loading...
Searching...
No Matches
Signals.Extras.Engine.EngineSettingsSignal< T > Class Template Referenceabstract
Inheritance diagram for Signals.Extras.Engine.EngineSettingsSignal< T >:
Signals.Signal< T > Signals.Extras.Engine.IEngineSettings Signals.ISignal< T > Signals.ISignal< T >

Public Member Functions

void SetToCurrent ()
 
void Apply ()
 
- Public Member Functions inherited from Signals.Signal< T >
void AddListener (UnityAction listener)
 Adds a listener.
 
void RemoveListener (UnityAction listener)
 Removes a listener.
 
void TriggerUpdate ()
 Invokes listeners.
 
void AddListener (UnityAction< T > listener)
 Adds a listener.
 
void RemoveListener (UnityAction< T > listener)
 Removes a listener.
 
void TriggerUpdate ()
 Invokes listeners.
 

Additional Inherited Members

- Static Public Member Functions inherited from Signals.Signal< T >
static implicit operator T (Signal< T > signal)
 Implicit cast from the Signal to it's Value.
 
- Protected Member Functions inherited from Signals.Signal< T >
virtual void ProcessValue (ref T value)
 Override this method to preprocess values before applying them.
 
virtual bool ValidateValue (in T value)
 Override this method to check whether a value is valid and/or if it has changed. If UseValidation is true the Value is set only if this method returns true.
 
virtual void OnEnable ()
 
- Properties inherited from Signals.Signal< T >
InitialValue [get, set]
 The initial value of the Signal.
 
Value [get, set]
 The current value of the Signal. Setting the value invokes listeners.
 
bool UseValidation [get, set]
 True if new values are validated, false otherwise.
 
- Properties inherited from Signals.ISignal< T >

Member Function Documentation

◆ Apply()

◆ SetToCurrent()


The documentation for this class was generated from the following file: