Connect a callback function to the signal. When the signal is fired, the callback will be invoked.
To cancel propagation of the event to the next callbacks, the callback may return
true
to indicate a cancellation. Callbacks can only cancel the event if they
have not yielded.
Connect a callback function to the signal with the given priority (highest priority goes first). When the signal is fired, the callback will be invoked.
To cancel propagation of the event to the next callbacks, the callback may return
true
to indicate a cancellation. Callbacks can only cancel the event if they
have not yielded.
Connect a callback function to the signal. When the signal is fired, the callback will be invoked and the connection will be automatically disconnected.
To cancel propagation of the event to the next callbacks, the callback may return
true
to indicate a cancellation. Callbacks can only cancel the event if they
have not yielded.
Connect a callback function to the signal with the given priority (highest priority goes first). When the signal is fired, the callback will be invoked and the connection will be automatically disconnected.
To cancel propagation of the event to the next callbacks, the callback may return
true
to indicate a cancellation. Callbacks can only cancel the event if they
have not yielded.
Represents a Unity-specific signal bound to either a C# event or a UnityEvent.