URL: https://wiki.studiominus.nl/internalReference/ActivationPropagation.html Title: People Playground Modding - ActivationPropagation ================================================== public class ActivationPropagation Inherits System.IDisposable Structure that represents a single activation propagation Fields public static readonly HashSet ActiveSignalSet No description provided public const int MaximumPropagations Constant that determines the maximum amount of simultaneous activation signals in the world. Constant value: 10_000 public static readonly ushort[] AllChannels Immutable array that contains all channels (0, 1, 2) public const ushort Green The green channel Constant value: 0 public const ushort Red The red channel Constant value: 1 public const ushort Blue The blue channel Constant value: 2 public int Identity [System.Obsolete] The unique identifier for this activation public HashSet Path Collection of all traversed objects by this signal public int TraversedCount Amount of objects this signal has traveled through public bool Direct Is this signal directly created by the player? public ushort Channel The channel of this signal public GameObject Sender The original object which the activation signal was sent from. public GameObject Target The original object which the activation signal is directed to. Properties public int Traversed { get; set; } [System.Obsolete("Use TraversedCount instead")] Amount of objects this signal has traveled through Methods public bool Contains(Object obj) Has this signal traversed the given object? public (constructor) ActivationPropagation(bool direct, ushort channel = Green, GameObject sender = null) Construct a signal public (constructor) ActivationPropagation(Object obj, ushort channel = 0, GameObject sender = null) Construct a signal public (constructor) ActivationPropagation() No description provided public ActivationPropagation Branch(Object ob) Branch this signal and return the branch. public void Dispose() No description provided