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<ActivationTarget> Targets

[SkipSerialisation]

No description provided


public UnityEvent<Channel> OnUseStart

[SkipSerialisation]

No description provided


public UnityEvent<Channel> OnUseEnd

[SkipSerialisation]

No description provided


public Channel CurrentlyActive

[SkipSerialisation]

No description provided


public UnityEvent<Channel> 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<GameObject> gameObjects)

No description provided


Attention!

This member is obsolete and should not be used. It is a remnant from the past.

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