Bool Latch description (copy from variables) |
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{{Table ProtoFluxCategoryNodes | {{Table ProtoFluxCategoryNodes | ||
| | |DataModelBooleanToggle|| Simple toggle that can be toggled, set, and reset. | ||
|Delay|| | |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|| | |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. | ||
| | |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. | ||
|While|| | |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. | |||
}} | }} | ||
[[Category:ProtoFlux]] | |||
Latest revision as of 19:54, 24 August 2025
| Subcategories | |
|---|---|
| Category | Summary |
| Async | Putting flow tasks on a background thread. |
| Events | Events like World/item loading and item destruction. |
| 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. |
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.