public class ActivationPropagation
Inherits System.IDisposable
Structure that represents a single activation propagation
Fields
public static readonly HashSet<ActivationPropagation> 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<Object> 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