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