namespace UnityEngine.InputSystem { /// /// Determines how the triggering of an action or other input-related events are relayed to other GameObjects. /// [System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Naming", "CA1717:Only FlagsAttribute enums should have plural names")] public enum PlayerNotifications { ////TODO: add a "None" behavior; for actions, users may want to poll (or use the generated interfaces) /// /// Use to send a message to the /// that 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 on which the action was triggered. /// /// If the notification is for an action that was triggered, will be /// (i.e. an error will be logged if there is no corresponding /// method). Otherwise it will be . /// SendMessages, /// /// Like but instead of using , /// use . /// BroadcastMessages, /// /// Have a separate UnityEvent for each notification. /// Allows wiring up target methods to invoke such that the connection is persisted in Unity serialized data. /// /// See and related callbacks such as . /// InvokeUnityEvents, ////TODO: Kill /// /// Use plain C# callbacks. /// InvokeCSharpEvents } }