Category:ProtoFlux:Flow

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Subcategories
Category Summary
Async Putting flow tasks on a background thread.
Events Events like World/item loading and item destruction.
Nodes
Node Name Description
DataModelBooleanToggle Simple toggle that can be toggled, set, and reset.
Delay Delays the execution of code by a certain amount of time.
DelayWithData Delays the execution of code by a certain amount of time and carry that data through.
DynamicImpulseReceiver A listener node that sits in a slot, waiting for trigger pulses.
DynamicImpulseReceiverWithData A listener node that sits in a slot, waiting for trigger pulses, and can receive data.
DynamicImpulseTrigger Sends an impulse to a slot that has a receiver that is listening for that pulse.
DynamicImpulseTriggerWithData Sends an impulse to a slot that has a receiver that is listening for that pulse and sending data through.
FireOnChange When a type's value has changed, this fires a pulse.
FireOnFalse When a false has been detected, this fires a pulse.
FireOnLocalChange When a local type's value has changed, this fires a pulse.
FireOnLocalFalse When a local false has been detected, this fires a pulse.
FireOnLocalTrue When a local true has been detected, this fires a pulse.
FireOnTrue When a true has been detected, this fires a pulse.
FireWhileTrue Similar to Update, but fires every frame when true is detected.
For A node that allows for looped execution for a known number of times.
If Controls the flow of execution by checking if the condition is true or false.
ImpulseDemultiplexer Takes many pulses, sends out one output and the index.
ImpulseMultiplexer Takes one pulse, sends out one of many outputs from a selected index.
LocalFireWhileTrue Similar to Update, but fires every frame when true is detected and is local to the user.
LocalImpulseTimeout Prevents frequent pulses from pulsing within a set time period.
LocalLeakyImpulseBucket Receives pulses and collects them to then pulse out over time from that collection, while also not going over the capacity of the bucket.
LocalUpdate Fires pulses every tick or frame locally for users.
OnePerFrame Forces the execution of the code past this point only gets run once per game update or tick.
PulseRandom When a pulse is received on this node, it will pulse out from a random selection of outputs of this node.
RangeLoopInt A node that allows for looped execution for a known number of times, have an optional start and end, and how much to skip per loop.
SecondsTimer Fires pulses every set amount of seconds provided.
Sequence When a pulse is received on this node, it will pulse out in order.
Update Fires pulses every tick or frame.
UpdatesTimer Fires pulses every set amount of updates (ticks or frames) provided.
While A node that allows for looped execution for an unknown number of times.