com.wallstop-studios.dxmessaging 2.1.7 → 2.1.8
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +6 -0
- package/package.json +25 -1
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- package/.artifacts/SourceGenerators.Tests/TestResults/31c02772-7d85-4466-a2c4-93742725076e/coverage.cobertura.xml +0 -2624
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- package/.artifacts/SourceGenerators.Tests/bin/Debug/net9.0/.msCoverageSourceRootsMapping_WallstopStudios.DxMessaging.SourceGenerators.Tests +0 -0
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# Message Types: When and How to Use
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[← Back to Index](../getting-started/index.md) | [Getting Started](../getting-started/getting-started.md) | [Patterns](../guides/patterns.md) | [Visual Guide](../getting-started/visual-guide.md)
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---
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This guide introduces the three message categories in DxMessaging with concepts, when to use them, and practical code.
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## Overview
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- Untargeted: global notifications anyone can listen to (e.g., world regenerated).
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- Targeted: directed at one recipient (e.g., heal Player by 10).
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- Broadcast: emitted from a source for anyone to observe (e.g., Enemy took 5 damage).
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### Quick Decision Guide
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```mermaid
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flowchart TD
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Start([Choose Message Type])
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Start --> Q1{Is it a global<br/>announcement?}
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Q1 -->|Yes<br/>e.g., game paused,<br/>settings changed| Untargeted[✅ Use UNTARGETED<br/>Everyone listens]
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Q1 -->|No| Q2{Are you commanding<br/>a specific entity?}
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Q2 -->|Yes<br/>e.g., heal Player,<br/>open Chest #3| Targeted[✅ Use TARGETED<br/>One recipient]
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Q2 -->|No| Q3{Is an entity announcing<br/>something happened?}
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Q3 -->|Yes<br/>e.g., Enemy died,<br/>Chest opened| Broadcast[✅ Use BROADCAST<br/>Anyone can observe]
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Q3 -->|No| Rethink[🤔 Rethink your<br/>message design]
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classDef primary stroke-width:3px
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class Untargeted primary
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classDef warning stroke-width:3px
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class Targeted warning
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classDef success stroke-width:3px
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class Broadcast success
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classDef danger stroke-width:2px
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class Rethink danger
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classDef neutral stroke-width:2px
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class Start,Q1,Q2,Q3 neutral
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```
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## Untargeted Messages
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- Use for cross‑cutting notifications: settings changed, scene loaded, world regenerated.
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- Any listener can subscribe; no specific sender/recipient required.
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- Define as immutable structs; prefer generic interface for zero‑boxing.
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```csharp
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using DxMessaging.Core.Messages;
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using DxMessaging.Core.Attributes;
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using DxMessaging.Core.Extensions;
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[DxUntargetedMessage]
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[DxAutoConstructor]
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public readonly partial struct SceneLoaded
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{
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public readonly int buildIndex;
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}
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// Emit (bind struct to a variable)
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var sceneLoaded = new SceneLoaded(UnityEngine.SceneManagement.SceneManager.GetActiveScene().buildIndex);
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sceneLoaded.Emit();
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```
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## Targeted Messages
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- Use for commands/events directed at one entity: Heal, EquipWeapon, OpenDoor.
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- You address a specific `InstanceId` (e.g., a player GameObject/component).
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- Ideal when only one recipient should act.
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```csharp
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using DxMessaging.Core.Messages;
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using DxMessaging.Core.Attributes;
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using DxMessaging.Core.Extensions;
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using UnityEngine;
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[DxTargetedMessage]
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[DxAutoConstructor]
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public readonly partial struct Heal
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{
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public readonly int amount;
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}
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// Emit to one target (GameObject)
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var heal = new Heal(10);
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heal.EmitGameObjectTargeted(playerGameObject);
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```
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## Broadcast Messages
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- Use for reactionary “facts” about a specific source: TookDamage, PickedUpItem.
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- Many systems can observe and react independently.
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- Distinct from targeted: the source is the sender; listeners decide if they care.
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```csharp
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using DxMessaging.Core.Messages;
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using DxMessaging.Core.Attributes;
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using DxMessaging.Core.Extensions;
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using UnityEngine;
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[DxBroadcastMessage]
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[DxAutoConstructor]
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public readonly partial struct TookDamage
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{
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public readonly int amount;
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}
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// Emit from a source (GameObject)
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var hit = new TookDamage(5);
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hit.EmitGameObjectBroadcast(enemyGameObject);
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```
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## Organizing Messages with Nested Types
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Group related messages inside a container class for better organization:
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```csharp
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using DxMessaging.Core.Attributes;
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public partial class CombatEvents
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{
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[DxTargetedMessage]
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[DxAutoConstructor]
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public readonly partial struct Heal
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{
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public readonly int amount;
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[DxOptionalParameter(false)] // Custom default value
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public readonly bool showEffect;
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}
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[DxBroadcastMessage]
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[DxAutoConstructor]
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public readonly partial struct TookDamage
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{
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public readonly int amount;
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[DxOptionalParameter(Expression = "DamageType.Physical")] // Enum default
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public readonly DamageType type;
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}
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}
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// Usage:
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var heal = new CombatEvents.Heal(10, showEffect: true);
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heal.EmitComponentTargeted(player);
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var damage = new CombatEvents.TookDamage(5); // Uses DamageType.Physical
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damage.EmitGameObjectBroadcast(enemy);
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```
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### Benefits
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- Reduces namespace pollution
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- Makes message relationships clear
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- Works with all message types (Untargeted, Targeted, Broadcast)
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- Full source generator support
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## Listening to everything in a category
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- All targeted of a type (any target): `RegisterTargetedWithoutTargeting<T>` or post‑process with `RegisterTargetedWithoutTargetingPostProcessor<T>`.
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- All broadcast of a type (any source): `RegisterBroadcastWithoutSource<T>` or post‑process with `RegisterBroadcastWithoutSourcePostProcessor<T>`.
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```csharp
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using DxMessaging.Core;
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using DxMessaging.Core.Messages;
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// Observe every Heal regardless of target
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_ = token.RegisterTargetedWithoutTargeting<Heal>(OnAnyHeal);
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void OnAnyHeal(ref InstanceId target, ref Heal m) => Audit(target, m);
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// Observe every TookDamage regardless of source
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_ = token.RegisterBroadcastWithoutSource<TookDamage>(OnAnyTookDamage);
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void OnAnyTookDamage(ref InstanceId source, ref TookDamage m) => Track(source, m);
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```
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## Choosing the right type
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- Start with Broadcast for “X happened at Y” facts others may observe.
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- Use Targeted when one specific recipient must act.
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- Use Untargeted for global state changes anyone might care about.
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## Do's
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- Use attributes + `DxAutoConstructor` for clarity and onboarding.
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- Use GameObject/Component helpers (`EmitGameObject*`/`EmitComponent*`) instead of manual `InstanceId` casts.
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- Use internal visibility for implementation-only messages.
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## Don’ts
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- Don’t use Untargeted for per‑entity commands; prefer Targeted.
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- Don’t overload Broadcast for commands; commands need a recipient (Targeted).
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- Avoid deep inheritance trees; messages should be small, flat data.
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- Don’t emit from temporaries; bind structs to a variable before `Emit*`.
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---
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## Related Documentation
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### Prerequisites
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- → [Getting Started](../getting-started/getting-started.md) — Understand the basics first
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- → [Visual Guide](../getting-started/visual-guide.md) — See the 3 types visualized
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#### Next Steps
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- → [Patterns](../guides/patterns.md) — Real-world examples of each type
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- → [Listening Patterns](listening-patterns.md) — All the ways to receive messages
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- → [Interceptors & Ordering](interceptors-and-ordering.md) — Control message flow
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##### Try It
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- → [Quick Start](../getting-started/quick-start.md) — Working example
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- → [Mini Combat sample](https://github.com/wallstop/DxMessaging/blob/master/Samples~/Mini%20Combat/README.md) — See all 3 types in action
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# Targeting and Context (Component vs GameObject)
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**Critical Unity concept:** Understanding GameObject vs Component targeting is essential for using DxMessaging effectively.
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## Overview
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Targeted and broadcast messages carry context: an `InstanceId` for the target (targeted) or source (broadcast). In Unity, `InstanceId` can represent either a `GameObject` or a specific `Component`. **These are completely separate channels** — mixing them is the #1 cause of "why isn't my handler firing?" bugs.
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## Key Concepts
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### InstanceId
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- **Implicit conversion:** Automatically converts from both `GameObject` and `Component`
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- **Equality:** Based on Unity's instance ID (internally stored as an `int`)
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- **Matching:** The bus compares `InstanceId` values for exact matches
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- **Separate channels:** GameObject and Component are distinct addresses
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### Matching Rules
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- A handler registered for a `GameObject` **only** receives messages emitted to that `GameObject`
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- A handler registered for a `Component` **only** receives messages emitted to that `Component`
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- Emitting to a `GameObject` does **not** reach Component-registered handlers (and vice versa)
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- This applies to **both** targeted and broadcast messages
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## Understanding GameObject vs Component Targeting
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### What GameObject Targeting Means
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When you emit to a **GameObject**, you're saying: "This message is for whatever is attached to this GameObject."
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```csharp
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[DxTargetedMessage]
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[DxAutoConstructor]
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public readonly partial struct Heal { public readonly int amount; }
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// Emit to GameObject
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var heal = new Heal(10);
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heal.EmitGameObjectTargeted(playerGameObject);
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```
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#### Who receives it?
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- Any Component on that GameObject that registered with `RegisterGameObjectTargeted`
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- Multiple components on the same GameObject can all receive it
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- Components on child/parent GameObjects will NOT receive it
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##### Use when
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- You don't care which specific component handles it
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- You want flexibility (multiple components can respond)
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- You're commanding "the player" or "the enemy" as a conceptual unit
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### What Component Targeting Means
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When you emit to a **Component**, you're saying: "This message is specifically for this one Component instance."
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```csharp
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// Emit to specific Component
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var heal = new Heal(10);
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heal.EmitComponentTargeted(playerHealthComponent);
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```
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#### Who receives it?
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- ONLY that specific Component instance
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- Other components on the same GameObject will NOT receive it
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- This is a direct, pinpoint message
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##### Use when
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- You have a reference to the exact component you want to message
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- You need precise control (only this component, not its siblings)
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## Visual Comparison: Targeted Messages
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```csharp
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// Setup: Player GameObject with multiple components
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GameObject player = /* ... */;
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HealthComponent health = player.GetComponent<HealthComponent>();
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UIComponent ui = player.GetComponent<UIComponent>();
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// Both components register for Heal on the GameObject
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_ = healthToken.RegisterGameObjectTargeted<Heal>(player, health.OnHeal);
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_ = uiToken.RegisterGameObjectTargeted<Heal>(player, ui.OnHeal);
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// Scenario 1: Target the GameObject
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heal.EmitGameObjectTargeted(player);
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// ✅ health.OnHeal() fires
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// ✅ ui.OnHeal() fires
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// Both components receive it!
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// Scenario 2: Target a Component (but registered for GameObject)
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heal.EmitComponentTargeted(health);
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// ❌ health.OnHeal() does NOT fire (registered for GameObject, not Component)
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// ❌ ui.OnHeal() does NOT fire
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// Nothing happens! Wrong channel!
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// Scenario 3: Register for Component, emit to Component
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_ = healthToken.RegisterComponentTargeted<Heal>(health, health.OnHeal);
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heal.EmitComponentTargeted(health);
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// ✅ health.OnHeal() fires
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// ❌ ui.OnHeal() does NOT fire (different component)
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```
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## Broadcast Messages: Same Rules Apply
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Broadcast messages follow the exact same GameObject vs Component rules:
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```csharp
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[DxBroadcastMessage]
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[DxAutoConstructor]
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public readonly partial struct TookDamage { public readonly int amount; }
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// Broadcast from GameObject
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var damage = new TookDamage(5);
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damage.EmitGameObjectBroadcast(enemyGameObject);
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// Register for broadcasts from this GameObject
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_ = token.RegisterGameObjectBroadcast<TookDamage>(enemyGameObject, OnEnemyDamage);
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// ✅ OnEnemyDamage fires when damage.EmitGameObjectBroadcast(enemyGameObject) is called
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// Register for broadcasts from this Component
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_ = token.RegisterComponentBroadcast<TookDamage>(enemyComponent, OnComponentDamage);
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// ❌ OnComponentDamage does NOT fire (registered for Component, but emitted from GameObject)
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```
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## The `this` Trap
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**Most common mistake:** Using `this` in a MonoBehaviour and forgetting it's a Component, not a GameObject.
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```csharp
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public class Enemy : MonoBehaviour
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{
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void Start()
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{
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// ❌ WRONG: Registered for GameObject
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_ = token.RegisterGameObjectTargeted<TakeDamage>(gameObject, OnDamage);
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}
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void TakeDamageFrom(GameObject attacker)
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{
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var damage = new TakeDamage(10);
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// ❌ WRONG: Emitting to Component (this)
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damage.EmitAt(this); // WON'T BE RECEIVED!
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}
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void OnDamage(ref TakeDamage msg) { }
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}
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// FIX 1: Both use GameObject
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_ = token.RegisterGameObjectTargeted<TakeDamage>(gameObject, OnDamage);
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damage.EmitAt(gameObject); // ✅ Works!
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// FIX 2: Both use Component
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_ = token.RegisterComponentTargeted<TakeDamage>(this, OnDamage);
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damage.EmitAt(this); // ✅ Works!
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```
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**Remember:** In Unity, `this` inside a `MonoBehaviour` is **always** a Component, never a GameObject!
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## Listening to ALL Events (Global Observers)
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**Feature:** DxMessaging allows listening to all targeted or broadcast messages **without knowing the specific target or source**.
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This is useful for:
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- **Analytics** — Track every action in your game without coupling to individual objects
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- **Debugging** — See all events of a type in one place
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- **Cross-cutting concerns** — Achievements, logging, VFX that respond to any entity's events
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### Why this is different from classic event buses
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| Approach | Classic Event Bus | DxMessaging Global Observers |
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| ------------------------ | ----------------------------- | ---------------------------------- |
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| **Subscriptions needed** | One per entity type | One for ALL entities |
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| **Coupling** | Tight (know all entity types) | Zero (no knowledge needed) |
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| **New entity types** | Update all subscribers | Zero changes needed |
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| **Context** | Lost (who was damaged?) | Provided (source/target parameter) |
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### Classic Event Bus Anti-Pattern
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```csharp
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// ❌ Traditional approach: Tight coupling, multiple subscriptions
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EventBus.PlayerDamaged += OnPlayerDamaged;
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EventBus.EnemyDamaged += OnEnemyDamaged;
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EventBus.NPCDamaged += OnNPCDamaged;
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EventBus.BossDamaged += OnBossDamaged;
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// Add new entity? Update EVERY analytics/logging system!
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void OnPlayerDamaged(int amount) { RecordDamage("Player", amount); }
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void OnEnemyDamaged(int amount) { RecordDamage("Enemy", amount); }
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void OnNPCDamaged(int amount) { RecordDamage("NPC", amount); }
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void OnBossDamaged(int amount) { RecordDamage("Boss", amount); }
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```
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### DxMessaging Global Observer Pattern
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```csharp
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// ✅ DxMessaging: One subscription, zero coupling
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_ = token.RegisterBroadcastWithoutSource<TookDamage>(OnAnyDamage);
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void OnAnyDamage(ref InstanceId source, ref TookDamage msg)
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{
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// Works for Player, Enemy, NPC, Boss, and any future entity type!
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RecordDamage(source, msg.amount);
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}
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// Add new entity? Zero changes needed.
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```
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### Listening to All Targeted Messages
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Use `RegisterTargetedWithoutTargeting` to receive ALL targeted messages of a type, regardless of target:
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```csharp
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[DxTargetedMessage]
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[DxAutoConstructor]
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public readonly partial struct Heal { public readonly int amount; }
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// Listen to ALL heal messages, no matter who they're targeted at
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_ = token.RegisterTargetedWithoutTargeting<Heal>(OnAnyHeal);
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void OnAnyHeal(ref InstanceId target, ref Heal msg)
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{
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Debug.Log($"Someone healed {target} for {msg.amount}");
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// You get the target as a parameter so you know WHO was healed
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}
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// Now when ANYONE emits a heal...
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heal.EmitAt(player); // OnAnyHeal fires with target = player
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heal.EmitAt(enemy); // OnAnyHeal fires with target = enemy
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heal.EmitAt(npc); // OnAnyHeal fires with target = npc
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```
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#### Use cases
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- Analytics ("track all damage dealt")
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- Debugging ("log every heal in the game")
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- Achievements ("count total kills")
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- Global UI updates ("show floating damage numbers for any entity")
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### Listening to All Broadcast Messages
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Use `RegisterBroadcastWithoutSource` to receive ALL broadcast messages of a type, regardless of source:
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```csharp
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[DxBroadcastMessage]
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[DxAutoConstructor]
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public readonly partial struct TookDamage { public readonly int amount; }
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// Listen to ALL damage events from any source
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_ = token.RegisterBroadcastWithoutSource<TookDamage>(OnAnyDamage);
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void OnAnyDamage(ref InstanceId source, ref TookDamage msg)
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{
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Debug.Log($"{source} took {msg.amount} damage");
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// You get the source as a parameter so you know WHO took damage
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}
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// Now when ANYONE broadcasts damage...
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damage.EmitFrom(enemy); // OnAnyDamage fires with source = enemy
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damage.EmitFrom(player); // OnAnyDamage fires with source = player
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damage.EmitFrom(boss); // OnAnyDamage fires with source = boss
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```
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#### Use cases
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- Combat logs ("record all damage in the scene")
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- Particle effects ("spawn blood VFX for any damage")
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- Achievement tracking ("count enemy deaths")
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- Analytics dashboards ("total damage per second")
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### Specific vs Global Listeners: Both Can Coexist
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You can have BOTH specific listeners AND global listeners for the same message:
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```csharp
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// Specific listener: only cares about player damage
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_ = playerToken.RegisterGameObjectBroadcast<TookDamage>(playerGameObject, OnPlayerDamage);
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// Global listener: cares about ALL damage
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_ = analyticsToken.RegisterBroadcastWithoutSource<TookDamage>(OnAnyDamage);
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// When player takes damage
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damage.EmitFrom(playerGameObject);
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// ✅ OnPlayerDamage fires (specific listener)
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// ✅ OnAnyDamage fires (global listener)
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// Both fire!
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// When enemy takes damage
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damage.EmitFrom(enemyGameObject);
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// ❌ OnPlayerDamage does NOT fire (wrong source)
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// ✅ OnAnyDamage fires (global listener catches everything)
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```
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### Real-World Example: Combat System
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Here's how to combine specific and global listeners in a combat system:
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```csharp
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public class Player : MessageAwareComponent
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{
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protected override void RegisterMessageHandlers()
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{
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// Listen only to damage targeting THIS player
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_ = Token.RegisterGameObjectBroadcast<TookDamage>(gameObject, OnPlayerTookDamage);
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}
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void OnPlayerTookDamage(ref TookDamage msg)
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{
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// Player-specific logic: update health bar, play hurt sound
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health -= msg.amount;
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PlayHurtSound();
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}
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}
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public class CombatLog : MessageAwareComponent
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{
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protected override void RegisterMessageHandlers()
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{
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// Listen to ALL damage from ANY source (global observer)
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_ = Token.RegisterBroadcastWithoutSource<TookDamage>(OnAnyDamage);
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}
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|
|
325
|
-
void OnAnyDamage(ref InstanceId source, ref TookDamage msg)
|
|
326
|
-
{
|
|
327
|
-
// Global combat logging
|
|
328
|
-
LogToFile($"{Time.time}: {source} took {msg.amount} damage");
|
|
329
|
-
}
|
|
330
|
-
}
|
|
331
|
-
|
|
332
|
-
public class AchievementSystem : MessageAwareComponent
|
|
333
|
-
{
|
|
334
|
-
protected override void RegisterMessageHandlers()
|
|
335
|
-
{
|
|
336
|
-
// Listen to ALL damage targeting ANY entity (global observer)
|
|
337
|
-
_ = Token.RegisterTargetedWithoutTargeting<DealDamage>(OnAnyDamageDealt);
|
|
338
|
-
}
|
|
339
|
-
|
|
340
|
-
void OnAnyDamageDealt(ref InstanceId target, ref DealDamage msg)
|
|
341
|
-
{
|
|
342
|
-
// Track total damage dealt for achievements
|
|
343
|
-
totalDamageDealt += msg.amount;
|
|
344
|
-
CheckDamageAchievements();
|
|
345
|
-
}
|
|
346
|
-
}
|
|
347
|
-
```
|
|
348
|
-
|
|
349
|
-
### Performance Note
|
|
350
|
-
|
|
351
|
-
Global listeners (`RegisterTargetedWithoutTargeting` / `RegisterBroadcastWithoutSource`) are **slightly slower** than specific listeners because they receive every message of that type. This is usually negligible, but avoid them in hot paths if you're emitting thousands of messages per frame.
|
|
352
|
-
|
|
353
|
-
#### Rule of thumb
|
|
354
|
-
|
|
355
|
-
- For gameplay (< 100 messages/frame): Use freely
|
|
356
|
-
- For analytics/debugging: Perfect use case
|
|
357
|
-
- For tight loops (> 1000 messages/frame): Prefer specific listeners
|
|
358
|
-
|
|
359
|
-
## When to Use Which
|
|
360
|
-
|
|
361
|
-
### GameObject Context
|
|
362
|
-
|
|
363
|
-
#### Use when
|
|
364
|
-
|
|
365
|
-
- The whole object is the logical target/source (e.g., "Player was healed", "Enemy took damage")
|
|
366
|
-
- Multiple components should coordinate under the same address
|
|
367
|
-
- You don't care which specific component handles it
|
|
368
|
-
- You want flexibility for future refactoring (adding/removing components)
|
|
369
|
-
|
|
370
|
-
##### Examples
|
|
371
|
-
|
|
372
|
-
- Combat: "Deal damage to this enemy"
|
|
373
|
-
- UI: "Update all panels related to this character"
|
|
374
|
-
- State: "Notify all systems that this entity died"
|
|
375
|
-
|
|
376
|
-
### Component Context
|
|
377
|
-
|
|
378
|
-
#### Use when
|
|
379
|
-
|
|
380
|
-
- The message is explicitly for one component's responsibility (e.g., "open JUST this DoorController")
|
|
381
|
-
- Multiple components on the same GameObject must be independently addressable
|
|
382
|
-
- You need pinpoint precision
|
|
383
|
-
- You have a direct reference to the target component
|
|
384
|
-
|
|
385
|
-
##### Examples
|
|
386
|
-
|
|
387
|
-
- UI: "Update this specific health bar, not the mana bar"
|
|
388
|
-
- Animation: "Tell this animator to play a clip"
|
|
389
|
-
- Physics: "Toggle this specific collider"
|
|
390
|
-
|
|
391
|
-
## Best Practices
|
|
392
|
-
|
|
393
|
-
### Do's
|
|
394
|
-
|
|
395
|
-
✅ **Pick a context and be consistent** across emitters and listeners for that message type
|
|
396
|
-
✅ **Prefer GameObject when in doubt** — easier coordination among components on the same object
|
|
397
|
-
✅ **Use explicit helpers** (`EmitGameObjectTargeted`, `RegisterGameObjectTargeted`) to make intent clear
|
|
398
|
-
✅ **Document** which context your message types use (add it to your message comments)
|
|
399
|
-
✅ **Use global listeners** for analytics, debugging, and cross-cutting concerns
|
|
400
|
-
|
|
401
|
-
### Don'ts
|
|
402
|
-
|
|
403
|
-
❌ **Don't emit to GameObject** and expect Component-registered handlers to receive it (and vice versa)
|
|
404
|
-
❌ **Don't assume `this` means GameObject** — it's always a Component in Unity
|
|
405
|
-
❌ **Don't mix GameObject/Component** for the same message type across your codebase
|
|
406
|
-
❌ **Don't register the same handler under both** unless you intend to handle both contexts
|
|
407
|
-
❌ **Don't use global listeners** in performance-critical tight loops (thousands of messages/frame)
|
|
408
|
-
|
|
409
|
-
## Troubleshooting
|
|
410
|
-
|
|
411
|
-
### "My handler isn't firing!"
|
|
412
|
-
|
|
413
|
-
**Most likely cause:** GameObject/Component mismatch
|
|
414
|
-
|
|
415
|
-
```csharp
|
|
416
|
-
// Check 1: Are you emitting and registering on the same type?
|
|
417
|
-
// ❌ WRONG
|
|
418
|
-
_ = token.RegisterGameObjectTargeted<Heal>(gameObject, OnHeal);
|
|
419
|
-
heal.EmitAt(this); // Component, not GameObject!
|
|
420
|
-
|
|
421
|
-
// ✅ CORRECT
|
|
422
|
-
_ = token.RegisterGameObjectTargeted<Heal>(gameObject, OnHeal);
|
|
423
|
-
heal.EmitAt(gameObject); // Both GameObject
|
|
424
|
-
```
|
|
425
|
-
|
|
426
|
-
#### Other causes
|
|
427
|
-
|
|
428
|
-
1. Handler not enabled (call `token.Enable()` in `OnEnable`)
|
|
429
|
-
1. Registration happened after emission
|
|
430
|
-
1. Using wrong bus (local vs global)
|
|
431
|
-
|
|
432
|
-
See [Troubleshooting](../reference/troubleshooting.md) for more debugging tips.
|
|
433
|
-
|
|
434
|
-
## Quick Reference
|
|
435
|
-
|
|
436
|
-
| Operation | GameObject Variant | Component Variant |
|
|
437
|
-
| ---------------------- | ---------------------------------------------- | ---------------------------------------------- |
|
|
438
|
-
| **Emit Targeted** | `msg.EmitGameObjectTargeted(go)` | `msg.EmitComponentTargeted(comp)` |
|
|
439
|
-
| **Emit Broadcast** | `msg.EmitGameObjectBroadcast(go)` | `msg.EmitComponentBroadcast(comp)` |
|
|
440
|
-
| **Register Targeted** | `RegisterGameObjectTargeted<T>(go, handler)` | `RegisterComponentTargeted<T>(comp, handler)` |
|
|
441
|
-
| **Register Broadcast** | `RegisterGameObjectBroadcast<T>(go, handler)` | `RegisterComponentBroadcast<T>(comp, handler)` |
|
|
442
|
-
| **Global Targeted** | `RegisterTargetedWithoutTargeting<T>(handler)` | (Same — no distinction) |
|
|
443
|
-
| **Global Broadcast** | `RegisterBroadcastWithoutSource<T>(handler)` | (Same — no distinction) |
|
|
444
|
-
|
|
445
|
-
## See Also
|
|
446
|
-
|
|
447
|
-
- **[Emit Shorthands](../advanced/emit-shorthands.md)** — Concise ways to emit messages
|
|
448
|
-
- **[Message Types](message-types.md)** — Understanding Untargeted, Targeted, and Broadcast
|
|
449
|
-
- **[Unity Integration](../guides/unity-integration.md)** — MessageAwareComponent and lifecycle
|
|
450
|
-
- **[Quick Reference](../reference/quick-reference.md)** — API cheat sheet
|
|
451
|
-
- **[Troubleshooting](../reference/troubleshooting.md)** — Solving common issues
|