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