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added DebugWrapper, bumped version to 1.2.0
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7 files changed

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Code/Utils/Engine/DebugWrapper.cs

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using UnityEngine;
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namespace Signals.Utils.Engine
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{
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[CreateAssetMenu(fileName = "Debug", menuName = "Signals/Utils/Engine/DebugWrapper")]
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public class DebugWrapper : ScriptableObject
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{
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public void Assert(bool condition)
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{
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Debug.Assert(condition);
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}
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public void Break()
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{
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Debug.Break();
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}
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public void Log(string message)
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{
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Debug.Log(message);
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}
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public void LogWarning(string message)
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{
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Debug.LogWarning(message);
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}
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public void LogError(string message)
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{
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Debug.LogError(message);
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}
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public void Log(bool message)
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{
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Debug.Log(message);
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}
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public void LogWarning(bool message)
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{
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Debug.LogWarning(message);
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}
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public void LogError(bool message)
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{
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Debug.LogError(message);
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}
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public void Log(char message)
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{
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Debug.Log(message);
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}
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public void LogWarning(char message)
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{
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Debug.LogWarning(message);
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}
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public void LogError(char message)
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{
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Debug.LogError(message);
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}
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public void Log(float message)
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{
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Debug.Log(message);
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}
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public void LogWarning(float message)
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{
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Debug.LogWarning(message);
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}
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public void LogError(float message)
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{
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Debug.LogError(message);
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}
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public void Log(int message)
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{
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Debug.Log(message);
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}
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public void LogWarning(int message)
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{
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Debug.LogWarning(message);
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}
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public void LogError(int message)
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{
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Debug.LogError(message);
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}
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public void Log(Quaternion message)
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{
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Debug.Log(message);
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}
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public void LogWarning(Quaternion message)
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{
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Debug.LogWarning(message);
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}
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public void LogError(Quaternion message)
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{
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Debug.LogError(message);
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}
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public void Log(Vector2 message)
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{
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Debug.Log(message);
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}
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public void LogWarning(Vector2 message)
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{
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Debug.LogWarning(message);
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}
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public void LogError(Vector2 message)
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{
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Debug.LogError(message);
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}
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public void Log(Vector2Int message)
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{
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Debug.Log(message);
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}
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public void LogWarning(Vector2Int message)
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{
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Debug.LogWarning(message);
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}
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public void LogError(Vector2Int message)
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{
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Debug.LogError(message);
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}
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public void Log(Vector3 message)
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{
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Debug.Log(message);
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}
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public void LogWarning(Vector3 message)
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{
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Debug.LogWarning(message);
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}
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public void LogError(Vector3 message)
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{
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Debug.LogError(message);
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}
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public void Log(Vector3Int message)
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{
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Debug.Log(message);
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}
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public void LogWarning(Vector3Int message)
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{
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Debug.LogWarning(message);
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}
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public void LogError(Vector3Int message)
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{
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Debug.LogError(message);
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}
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public void Log(Vector4 message)
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{
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Debug.Log(message);
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}
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public void LogWarning(Vector4 message)
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{
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Debug.LogWarning(message);
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}
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public void LogError(Vector4 message)
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{
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Debug.LogError(message);
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}
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}
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}

Code/Utils/Engine/DebugWrapper.cs.meta

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Examples/Example1/Signals/GravityY.asset

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_initialValue: 0
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_onChanged:
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m_PersistentCalls:
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m_Calls: []
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m_Calls:
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- m_Target: {fileID: 11400000, guid: 339cb66c787a6fd459ba8306c85481a6, type: 2}
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m_MethodName: Log
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m_Mode: 5
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m_Arguments:
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m_ObjectArgument: {fileID: 0}
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m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
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m_IntArgument: 0
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m_FloatArgument: 0
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m_StringArgument: 'Gravity:'
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m_BoolArgument: 0
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m_CallState: 2
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- m_Target: {fileID: 11400000, guid: 339cb66c787a6fd459ba8306c85481a6, type: 2}
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m_MethodName: Log
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m_Mode: 0
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m_Arguments:
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m_ObjectArgument: {fileID: 0}
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m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
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m_IntArgument: 0
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m_FloatArgument: 0
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m_StringArgument:
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m_BoolArgument: 0
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m_CallState: 2
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m_TypeName: Signals.Common.FloatEvent, Signals, Version=0.0.0.0, Culture=neutral,
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PublicKeyToken=null
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_useValidation: 1

Examples/Example1/Signals/TimeScale.asset

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_initialValue: 0
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_onChanged:
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m_PersistentCalls:
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m_Calls: []
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m_Calls:
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- m_Target: {fileID: 11400000, guid: 339cb66c787a6fd459ba8306c85481a6, type: 2}
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m_MethodName: Log
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m_Mode: 5
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m_Arguments:
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m_ObjectArgument: {fileID: 0}
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m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
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m_IntArgument: 0
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m_FloatArgument: 0
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m_StringArgument: 'TimeScale:'
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m_BoolArgument: 0
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m_CallState: 2
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- m_Target: {fileID: 11400000, guid: 339cb66c787a6fd459ba8306c85481a6, type: 2}
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m_MethodName: Log
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m_Mode: 0
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m_Arguments:
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m_ObjectArgument: {fileID: 0}
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m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
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m_IntArgument: 0
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m_FloatArgument: 0
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m_StringArgument:
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m_BoolArgument: 0
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m_CallState: 2
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m_TypeName: Signals.Common.FloatEvent, Signals, Version=0.0.0.0, Culture=neutral,
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PublicKeyToken=null
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_useValidation: 1

README.md

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# Signals For Unity3D v1.1.0
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# Signals For Unity3D v1.2.0
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## Documentation
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You can find the API documentation [here](https://jheiling.github.io/unity-signals/).
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## What Are Signals?
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### Examples
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See Examples folder.
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## Credits
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Signals was inspired by Ryan Hipple's [talk](https://www.youtube.com/watch?v=raQ3iHhE_Kk) about game architecture with ScriptableObjects.
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I also nicked a bit of his code for the ValueReferenceDrawer class. You can find the source [here](https://github.com/roboryantron/Unite2017).
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Signals was inspired by Ryan Hipple's [talk](https://www.youtube.com/watch?v=raQ3iHhE_Kk) about game architecture with ScriptableObjects.

Wrapper/Debug.asset

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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!114 &11400000
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_PrefabParentObject: {fileID: 0}
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m_PrefabInternal: {fileID: 0}
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m_GameObject: {fileID: 0}
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m_Script: {fileID: 11500000, guid: 3d7229d17e1eee44ba6021a1756490a9, type: 3}
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m_Name: Debug
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m_EditorClassIdentifier:

Wrapper/Debug.asset.meta

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Some generated files are not rendered by default. Learn more about customizing how changed files appear on GitHub.

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