VariableChangedEvent
Fired after an authored setVariable / setVariableText event commits a
variable mutation. Drives HUD updates without polling. NOT fired
for pre-Start SetVariable(string, object)
seeding, scene _active flips, location/time bookkeeping, or mid-game locale
re-resolution — those write the store silently.
public class VariableChangedEvent : EventBase
Inheritance System.Object → EventBase → VariableChangedEvent
Properties
Key
Expression-namespace variable id (not a uuid).
public string Key { get; }
Property Value
Max
Maximum value constraint (null if unconstrained)
public object? Max { get; }
Property Value
Meter
Meter display name (null if variable is not a meter)
public string? Meter { get; }
Property Value
Min
Minimum value constraint (null if unconstrained)
public object? Min { get; }
Property Value
NewValue
Value after this mutation.
public object? NewValue { get; }
Property Value
OldValue
Value before this mutation.
public object? OldValue { get; }
Property Value
Uuid
Uuid of the authored variable, or null when the mutated key is runtime-synthesized (skill_<id>, current_location, time, {sceneUuid}_active).
public string? Uuid { get; }
Property Value
Methods
Accept(IEventQueueVisitor)
Dispatches to Visit(VariableChangedEvent).
public override void Accept(IEventQueueVisitor visitor);
Parameters
visitor IEventQueueVisitor
Visitor to dispatch this event to.
Inherited Properties
| Member | Source |
|---|---|
At | inherited from EventBase |
Timing | inherited from EventBase |