39 lines
1.6 KiB
C#
39 lines
1.6 KiB
C#
// Copyright (c) 2015 - 2023 Doozy Entertainment. All Rights Reserved.
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// This code can only be used under the standard Unity Asset Store End User License Agreement
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// A Copy of the EULA APPENDIX 1 is available at http://unity3d.com/company/legal/as_terms
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// ReSharper disable UnusedMemberInSuper.Global
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namespace Doozy.Runtime.Signals
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{
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public interface ISignalReceiver
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{
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/// <summary> Stream connection mode </summary>
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StreamConnection streamConnection { get; }
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/// <summary> Identifier used to connect to a signal provider, when stream connection mode is set to ProvideId </summary>
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ProviderId providerId { get; }
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/// <summary> Signal provider reference, used when the stream connection mode is set to ProviderReference </summary>
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SignalProvider providerReference { get; }
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/// <summary> Identifier used to connect to a signal stream, when stream connection mode is set to StreamId </summary>
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StreamId streamId { get; }
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/// <summary> Signal stream reference that this receiver is connected to (when not connected it is null) </summary>
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SignalStream stream { get; }
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/// <summary> TRUE is this receiver is connected to a signal stream </summary>
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bool isConnected { get; }
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/// <summary> Connect to signal stream using the selected connection mode </summary>
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void Connect();
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/// <summary> Disconnect from signal stream (if connected) </summary>
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void Disconnect();
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/// <summary> Invoked every time the stream sends a signal through </summary>
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/// <param name="signal"> Signal (can be a MetaSignal as well) </param>
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void OnSignal(Signal signal);
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}
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} |