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{{Table ProtoFluxCategoryNodes | {{Table ProtoFluxCategoryNodes | ||
|Data Model Boolean Toggle|| Simple toggle that can be toggled, set, and reset. | |Data Model Boolean Toggle|| Simple toggle that can be toggled, set, and reset. | ||
|Delay|| | |Delay|| Delays the execution of code by a certain amount of time. | ||
|Delay With Data|| | |Delay With Data|| Delays the execution of code by a certain amount of time and carry that data through. | ||
|Dynamic Impulse Receiver|| | |Dynamic Impulse Receiver|| A listener node that sits in a slot, waiting for trigger pulses. | ||
|Dynamic Impulse Receiver With Data|| | |Dynamic Impulse Receiver With Data|| A listener node that sits in a slot, waiting for trigger pulses, and can receive data. | ||
|Dynamic Impulse Trigger|| | |Dynamic Impulse Trigger|| Sends an impulse to a slot that has a receiver that is listening for that pulse. | ||
|Dynamic Impulse Trigger With Data|| | |Dynamic Impulse Trigger With Data|| Sends an impulse to a slot that has a receiver that is listening for that pulse and sending data through. | ||
|Fire On Change|| | |Fire On Change|| When a type's value has changed, this fires a pulse. | ||
|Fire On False|| | |Fire On False|| When a false has been detected, this fires a pulse. | ||
|Fire On Local Change|| | |Fire On Local Change|| When a local type's value has changed, this fires a pulse. | ||
|Fire On Local False|| | |Fire On Local False|| When a local false has been detected, this fires a pulse. | ||
|Fire On Local True|| | |Fire On Local True|| When a local true has been detected, this fires a pulse. | ||
|Fire On True|| | |Fire On True|| When a true has been detected, this fires a pulse. | ||
|Fire While True|| | |Fire While True|| Similar to Update, but fires every frame when true is detected. | ||
|For|| | |For|| A node that allows for looped execution for a known number of times. | ||
|If|| | |If|| Controls the flow of execution by checking if the condition is true or false. | ||
|Impulse Demultiplexer|| | |Impulse Demultiplexer|| Takes many pulses, sends out one output and the index. | ||
|Impulse Multiplexer|| | |Impulse Multiplexer|| Takes one pulse, sends out one of many outputs from a selected index. | ||
|Local Fire While True|| | |Local Fire While True|| Similar to Update, but fires every frame when true is detected and is local to the user. | ||
|Local Impulse Timeout|| | |Local Impulse Timeout|| Prevents frequent pulses from pulsing within a set time period. | ||
|Local Leaky Impulse Bucket|| Receives pulses and collects them to then pulse out over time from that collection, while also not going over the capacity of the bucket. | |||
|Local Leaky Impulse Bucket|| | |Local Update|| Fires pulses every tick or frame locally for users. | ||
|Local Update|| | |OnePerFrame|| Forces the execution of the code past this point only gets run once per game update or tick. | ||
|OnePerFrame|| | |Pulse Random|| When a pulse is received on this node, it will pulse out from a random selection of outputs of this node. | ||
|Pulse Random|| | |Range Loop Int|| 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. | ||
|Range Loop Int|| | |Seconds Timer|| Fires pulses every set amount of seconds provided. | ||
|Seconds Timer|| | |Sequence|| When a pulse is received on this node, it will pulse out in order. | ||
|While|| | |Update|| Fires pulses every tick or frame. | ||
|Updates Timer|| 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. | |||
}} | }} | ||
[[Category:ProtoFlux]] |
Latest revision as of 00:27, 20 May 2024
Subcategories | |
---|---|
Category | Summary |
Async | Putting flow tasks on a background thread. |
Events | Events like World/item loading and item destruction. |
Node Name | Description |
---|---|
Data Model Boolean Toggle | Simple toggle that can be toggled, set, and reset. |
Delay | Delays the execution of code by a certain amount of time. |
Delay With Data | Delays the execution of code by a certain amount of time and carry that data through. |
Dynamic Impulse Receiver | A listener node that sits in a slot, waiting for trigger pulses. |
Dynamic Impulse Receiver With Data | A listener node that sits in a slot, waiting for trigger pulses, and can receive data. |
Dynamic Impulse Trigger | Sends an impulse to a slot that has a receiver that is listening for that pulse. |
Dynamic Impulse Trigger With Data | Sends an impulse to a slot that has a receiver that is listening for that pulse and sending data through. |
Fire On Change | When a type's value has changed, this fires a pulse. |
Fire On False | When a false has been detected, this fires a pulse. |
Fire On Local Change | When a local type's value has changed, this fires a pulse. |
Fire On Local False | When a local false has been detected, this fires a pulse. |
Fire On Local True | When a local true has been detected, this fires a pulse. |
Fire On True | When a true has been detected, this fires a pulse. |
Fire While True | 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. |
Impulse Demultiplexer | Takes many pulses, sends out one output and the index. |
Impulse Multiplexer | Takes one pulse, sends out one of many outputs from a selected index. |
Local Fire While True | Similar to Update, but fires every frame when true is detected and is local to the user. |
Local Impulse Timeout | Prevents frequent pulses from pulsing within a set time period. |
Local Leaky Impulse Bucket | Receives pulses and collects them to then pulse out over time from that collection, while also not going over the capacity of the bucket. |
Local Update | 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. |
Pulse Random | When a pulse is received on this node, it will pulse out from a random selection of outputs of this node. |
Range Loop Int | 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. |
Seconds Timer | 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. |
Updates Timer | 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.
P
- 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.