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[ | [ | ||
{"Name": "Next", "Type":"Continuation"}, | {"Name": "Next", "Type":"Continuation"}, | ||
{"Name": "OnTriggered", "Type":" | {"Name": "OnTriggered", "Type":"AsyncCall"} | ||
] | ] | ||
|}} | |}} | ||
Delay is a ProtoFlux node that allows for delaying an [[Impulses#Async|Async]] execution for the provided Duration ( | Delay is a ProtoFlux node that allows for delaying an [[Impulses#Async|Async]] execution for the provided Duration (Pseudo-generic) before continuing. | ||
== Inputs == | == Inputs == | ||
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Start the delay. | Start the delay. | ||
=== Duration ( | === Duration (Pseudo-generic) === | ||
How long to delay for in seconds. | How long to delay for in seconds or timespan. | ||
Examples: [[Type:Double | Double]], [[Type:Float | Float]], [[Type:Int | Int]] and [[Type:TimeSpan | TimeSpan]]. | Examples: [[Type:Double | Double]], [[Type:Float | Float]], [[Type:Int | Int]] and [[Type:TimeSpan | TimeSpan]]. | ||
{{Note|Delays of less than 0.5 milliseconds will be rounded to zero and may cause Resonite to hang if used inside of a loop.|danger}} | |||
== Outputs == | == Outputs == | ||
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=== Next ([[Impulses|Continuation]]) === | === Next ([[Impulses|Continuation]]) === | ||
Fires | Fires on the next game tick once the given duration has passed since the Delay was triggered '''and''' ''OnTriggered'' has finished. If ''OnTriggered'' takes longer than the delay duration to finish, ''Next'' will be executed immediately after. | ||
=== OnTriggered ([[Impulses#Async| | === OnTriggered ([[Impulses#Async|AsyncCall]]) === | ||
Fires | Fires immediately after the Delay is triggered. This impulse chain will block ''Next'', e.g. if it contains another Delay with a higher duration. | ||
== Examples == | == Examples == |
Latest revision as of 23:44, 18 July 2024
Delay
Flow
Delay is a ProtoFlux node that allows for delaying an Async execution for the provided Duration (Pseudo-generic) before continuing.
Inputs
* (AsyncCall)
Start the delay.
Duration (Pseudo-generic)
How long to delay for in seconds or timespan.
Outputs
Next (Continuation)
Fires on the next game tick once the given duration has passed since the Delay was triggered and OnTriggered has finished. If OnTriggered takes longer than the delay duration to finish, Next will be executed immediately after.
OnTriggered (AsyncCall)
Fires immediately after the Delay is triggered. This impulse chain will block Next, e.g. if it contains another Delay with a higher duration.
Examples
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Delay being used as a way to cause something to happen a bit after someone presses a button.