Category:ProtoFlux:Flow: Difference between revisions

Category page
I dont think Local Leaky Impulse Timeout is a node...
Added descriptions to this category.
 
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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||
|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||
|Local Update|| Fires pulses every tick or frame locally for users.
|OnePerFrame||
|OnePerFrame|| Forces the execution of the code past this point only gets run once per game update or tick.
|Pulse Random||
|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||
|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||
|Seconds Timer|| Fires pulses every set amount of seconds provided.
|Sequence||
|Sequence|| When a pulse is received on this node, it will pulse out in order.
|Update||
|Update|| Fires pulses every tick or frame.
|Updates Timer||
|Updates Timer|| Fires pulses every set amount of updates (ticks or frames) provided.
|While||
|While|| A node that allows for looped execution for an unknown number of times.
}}
}}
[[Category:ProtoFlux]]
[[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.
Nodes
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.