Component:CallbackValueArgument: Difference between revisions

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This isn't very often used by the user, since there aren't many [[Sync Delegate|Sync Delegates]] in the game that match this component's requirements.


== Usage ==
== Usage ==
{{Table ComponentFields
{{Table ComponentFields
|Value|'''A'''|TypeAdv0=true|
|Value|'''A'''|TypeAdv0=true| The value to give <code>Callback</code> when <code>Call()</code> or <code>CallAndDestroy()</code> is called.
|Callback|{{RootFieldType|SyncDelegate`1|[[Type:Action`1|Action`1]]&lt;A&gt;}}|TypeAdv1=true|
|Callback|{{RootFieldType|SyncDelegate`1|[[Type:Action`1|Action`1]]&lt;A&gt;}}|TypeAdv1=true| The [[Sync Delegate]] to call and send a value to.
}}
}}


== Behavior ==
== Sync Delegates ==
{{Table ComponentTriggers
|Call()|[[Type:Action|Action]]| Call <code>Callback</code> sync delegate and provide it <code>Value</code>.
|CallAndDestroy()|[[Type:Action|Action]]| Do <code>Call()</code> and then destroy this component.
}}


== Examples ==
== Examples ==
Can be used to call a {{RootFieldType|SyncDelegate`1|[[Type:Action`1|Action`1]]&lt;A&gt;}} (an action that takes a value type) and give it <code>Value</code> as an argument.
For example, using [[Type:Float3|Float3]] as this component's callback type allows for calling [[Component:RandomObjectSpawner|RandomObjectSpawner SpawnAtPoint()]] and giving it <code>Value</code> as the position on where to spawn the random object.


== See Also ==
== See Also ==
* [[Component:CallbackRefArgument|CallbackRefArgument]]


[[Category:Components:Uncategorized{{#translation:}}|Callback Value Argument`1]]
[[Category:Components:Uncategorized{{#translation:}}|Callback Value Argument`1]]
[[Category:Components{{#translation:}}|Callback Value Argument`1]]
[[Category:Components{{#translation:}}|Callback Value Argument`1]]
[[Category:Generic Components{{#translation:}}|Callback Value Argument`1]]
[[Category:Generic Components{{#translation:}}|Callback Value Argument`1]]
[[Category:ComponentStubs]]

Latest revision as of 16:37, 7 November 2024

Component image 
Callback Value Argument`1 component as seen in the Scene Inspector


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This isn't very often used by the user, since there aren't many Sync Delegates in the game that match this component's requirements.

Usage

Fields
Name Type Description
persistent Bool Determines whether or not this item will be saved to the server.
UpdateOrder Int Controls the order in which this component is updated.
Enabled Bool Controls whether or not this component is enabled.
Value A The value to give Callback when Call() or CallAndDestroy() is called.
Callback Action`1<A> The Sync Delegate to call and send a value to.

Sync Delegates

Triggers
Method Name Method type and Arguments. Description
Call() Action Call Callback sync delegate and provide it Value.
CallAndDestroy() Action Do Call() and then destroy this component.

Examples

Can be used to call a Action`1<A> (an action that takes a value type) and give it Value as an argument. For example, using Float3 as this component's callback type allows for calling RandomObjectSpawner SpawnAtPoint() and giving it Value as the position on where to spawn the random object.

See Also