Component:CallbackValueArgument: Difference between revisions

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



Revision as of 19:17, 19 October 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.

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