Similarly to EventPropertyBindings, these should be able to provide parameters directly instead of only using the parameter of the UnityEvent that triggers them.
I went down this road a bit I think we need to change how the Events are bound EventBinding. We still need to create a delegate to match the UnityEvent signature, however we may need to create a different delegate to invoke. Not 100% sure how that will shake out but should be doable.
Similarly to EventPropertyBindings, these should be able to provide parameters directly instead of only using the parameter of the UnityEvent that triggers them.
I went down this road a bit I think we need to change how the Events are bound EventBinding. We still need to create a delegate to match the UnityEvent signature, however we may need to create a different delegate to invoke. Not 100% sure how that will shake out but should be doable.