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.ObjectEventBase → VariableChangedEvent

Properties

Key

Expression-namespace variable id (not a uuid).

public string Key { get; }
Property Value

System.String

Max

Maximum value constraint (null if unconstrained)

public object? Max { get; }
Property Value

System.Object

Meter

Meter display name (null if variable is not a meter)

public string? Meter { get; }
Property Value

System.String

Min

Minimum value constraint (null if unconstrained)

public object? Min { get; }
Property Value

System.Object

NewValue

Value after this mutation.

public object? NewValue { get; }
Property Value

System.Object

OldValue

Value before this mutation.

public object? OldValue { get; }
Property Value

System.Object

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

System.String

Methods

Accept(IEventQueueVisitor)

Dispatches to Visit(VariableChangedEvent).

public override void Accept(IEventQueueVisitor visitor);
Parameters

visitor IEventQueueVisitor

Visitor to dispatch this event to.

Inherited Properties

MemberSource
Atinherited from EventBase
Timinginherited from EventBase
Docs last synced: 2026-07-08
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