Subcategories | |
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Category | Summary |
Async | Putting flow tasks on a background thread. |
Events | Events like World/item loading and item destruction. |
Node Name | Description |
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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. |
Subcategories
This category has the following 2 subcategories, out of 2 total.
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- ProtoFlux:Flow:Async (13 P)
- ProtoFlux:Flow:Events (10 P)
Pages in category "ProtoFlux:Flow"
The following 29 pages are in this category, out of 29 total.