URL: https://wiki.studiominus.nl/internalReference/NodeBehaviour.html Title: People Playground Modding - Activations.NodeBehaviour ================================================== public class NodeBehaviour Inherits MonoBehaviour, Messages.IUse, Messages.IOnBeforeSerialise, Messages.IOnAfterDeserialise [DisallowMultipleComponent] No description provided Nested types Activations.NodeBehaviour.SerialisableEvent Fields public float DelaySeconds No description provided public List Targets [SkipSerialisation] No description provided public UnityEvent OnUseStart [SkipSerialisation] No description provided public UnityEvent OnUseEnd [SkipSerialisation] No description provided public Channel CurrentlyActive [SkipSerialisation] No description provided public UnityEvent OnEmit [SkipSerialisation] No description provided public Channel Started [HideInInspector] What channels have been started this frame. This is used to invoke the events at the end of the frame. public Channel Ended [HideInInspector] What channels have been stopped this frame. This is used to invoke the events at the end of the frame. public static int MaxSignalsPerFrame No description provided public SerialisableEvent[] SerialisableState [HideInInspector] Used for serialisation. You probably shouldn't touch this. The scheduled activations are stored to this array before serialisation and read from after deserialisation Methods public void Use(ActivationPropagation activation) No description provided public void OnBeforeSerialise() No description provided public void OnAfterDeserialise(List gameObjects) No description provided