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
}
}