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Copy file name to clipboardExpand all lines: Documentation~/README.md
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@@ -17,7 +17,7 @@ Game events are scriptable objects (_Right Click -> Create -> Game Events -> ...
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Available game events:
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-`GameEvent` - simple event which doesn't accept any arguments.
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-`BoolGameEvent` - event with a `bool` argument.
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-`IntGameEvent` - event with a`int` argument.
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-`IntGameEvent` - event with an`int` argument.
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-`FloatGameEvent` - event with a `float` argument.
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-`StringGameEvent` - event with a `string` argument.
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-`Vector2GameEvent` - event with a `Vector2` argument.
@@ -35,20 +35,20 @@ Mutable objects are used for storing and editing data on `ScriptableObject` asse
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Available mutable objects:
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-`MutableBool` - encapsulates a `bool` value.
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-`MutableInt` - encapsulates a`int` value.
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-`MutableInt` - encapsulates an`int` value.
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-`MutableFloat` - encapsulates a `float` value.
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-`MutableString` - encapsulates a `string` value.
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-`MutableVector2` - encapsulates a `Vector2` value.
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-`MutableVector3` - encapsulates a `Vector3` value.
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Each mutable object has a `ResetType` property. This allows specifying when data in the mutable object should be reset. The following modes are available:
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-`None` - do not reset.
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-`None` - do not reset (default).
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-`ActiveSceneChange` - when the active (focused) scene changes.
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-`SceneUnloaded` - when the current scene gets unloaded.
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-`SceneLoaded` - when the scene is loaded.
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### Custom game events
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In some situations, built-in game events might not suffice. For example if a custom type needs to be passed as an argument to the event. In this case, custom game event can be created which would carry all the necessary data.
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In some situations, built-in game events might not suffice. For example if a custom type needs to be passed as an argument to the event. In this case, a custom game event can be created which would carry all the necessary data.
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To create a custom game event, first create a regular `UnityEvent`:
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```cs
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}
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```
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Optionally add a custom editor so that the event could be raised, and the listeners which reference the event get displayed in the inspector.
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, add a custom editor so that the event could be raised, and the listeners which reference the event get displayed in the inspector.
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