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]]<A>}}|TypeAdv1=true| The [[Sync Delegate]] to call and | |Callback|{{RootFieldType|SyncDelegate`1|[[Type:Action`1|Action`1]]<A>}}|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

This article or section is a stub. You can help the Resonite wiki by expanding it.
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
| 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. Some components stop their functionality when this field is disabled, but some don't. |
Value
|
A | The value to give Callback when Call() or CallAndDestroy() is called.
|
Callback
|
delegate of identity Action`1<A> | The Sync Delegate to call and send a value to. |
Examples
Can be used to call a delegate of identity 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.