// Copyright (c) 2015 - 2023 Doozy Entertainment. All Rights Reserved.
// This code can only be used under the standard Unity Asset Store End User License Agreement
// A Copy of the EULA APPENDIX 1 is available at http://unity3d.com/company/legal/as_terms
using UnityEngine;
namespace Doozy.Runtime.Signals
{
/// Object containing a value (or reference), used by the Signals system
/// Signal value type
public class MetaSignal : Signal
{
public T value { get; private set; }
/// Create a MetaSignal
public MetaSignal() : base(null, true, typeof(T))
{
SetSignalValue(default);
}
/// Create a MetaSignal and set a reference to the GameObject from where it is sent
/// Reference to the SignalStream this Signal is sent through
/// Reference to the GameObject from where this Signal is sent
internal MetaSignal(SignalStream stream, GameObject signalSource) : base(stream, signalSource, true, typeof(T))
{
SetSignalValue(default);
}
/// Create a MetaSignal and set a reference to the SignalProvider that sends it
/// Reference to the SignalStream this Signal is sent through
/// Reference to the SignalProvider that sends this Signal
internal MetaSignal(SignalStream stream, SignalProvider signalProvider) : base(stream, signalProvider, true, typeof(T))
{
SetSignalValue(default);
}
/// Create a MetaSignal and set a reference to the Object that sends it
/// Reference to the SignalStream this Signal is sent through
/// Reference to the Object that sends this Signal
internal MetaSignal(SignalStream stream, Object senderObject) : base(stream, senderObject, true, typeof(T))
{
SetSignalValue(default);
}
internal void SetSignalValue(T signalValue)
{
this.SetValueType(true, typeof(T));
value = signalValue;
valueAsObject = signalValue;
}
internal void ResetValue()
{
hasValue = false;
valueType = null;
value = default;
valueAsObject = null;
}
}
}