ProtoFlux:Fire While True: Difference between revisions

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Added info for SkipIfNull
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== Inputs ==  
== Inputs ==  


=== Condition (bool) ===
=== Condition ([[Type:Bool|bool]]) ===
The value that needs to be true for this node to start sending impluses out of OnUpdate.
The value that needs to be true for this node to start sending impluses out of OnUpdate.
=== UpdatingUser (User): ===
The User who will monitor the input Condition boolean and will handle sending the impulses. If they don't see the value as true it won't fire, even if someone else does see it true.
=== SkipIfNull (Nullable<bool>) ===
The value that controls whether or not impulses from the output are sent if the UpdatingUser input is null.


By default it will be null, which will allow impulses even if UpdatingUser is null.
By default it will be null, which will allow impulses even if UpdatingUser is null.
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=== OnUpdate (Impulse) ===
=== OnUpdate (Impulse) ===
Will send impulses at the game tick rate of the user in UpdatingUser only while UpdatingUser sees Condition as true.
Will send impulses at the game tick rate of the user in UpdatingUser only while UpdatingUser sees Condition as true.
== Globals ==
=== UpdatingUser ([[Type:User|User]]): ===
The User who will monitor the input Condition boolean and will handle sending the impulses. If they don't see the value as true it won't fire, even if someone else does see it true.
=== SkipIfNull ([[Type:Nullable`1|Nullable<bool>]]) ===
The value that controls whether or not impulses from the output are sent if the UpdatingUser input is null.


[[Category:ProtoFlux:Flow]]
[[Category:ProtoFlux:Flow]]

Revision as of 18:08, 15 January 2024

Fire While True
Condition
OnUpdate
UpdatingUser
null
SkipIfNull
null
Flow


Usage

You can use this node for constantly firing a gun, or something where a drive cannot be used and you need to create events every game tick while a value is true.

Inputs

Condition (bool)

The value that needs to be true for this node to start sending impluses out of OnUpdate.

By default it will be null, which will allow impulses even if UpdatingUser is null.

Outputs

OnUpdate (Impulse)

Will send impulses at the game tick rate of the user in UpdatingUser only while UpdatingUser sees Condition as true.

Globals

UpdatingUser (User):

The User who will monitor the input Condition boolean and will handle sending the impulses. If they don't see the value as true it won't fire, even if someone else does see it true.

SkipIfNull (Nullable<bool>)

The value that controls whether or not impulses from the output are sent if the UpdatingUser input is null.