ProtoFlux:On Contact Stay: Difference between revisions

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Add on collision end ProtoFlux node, based on popular request
 
m fix types
 
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|Outputs=
|Outputs=
[
[
{"Name":"OnEvent", "Type":"Impulse"},
{"Name":"OnEvent", "Type":"Call"},
{"Name": "Other", "Type": "ICollider"}
{"Name": "Other", "Type": "ICollider"}
]
]
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== Output ==
== Output ==


=== OnEvent ([[Impulses|impulse]]) ===  
=== OnEvent ([[Impulses|Call]]) ===  


When the table's conditions including any exceptions to it are met for the Collider ([[Type:ICollider|ICollider]]) and the other collider or itself moves at all in a game tick this will send an impulse.
When the table's conditions including any exceptions to it are met for the Collider ([[Type:ICollider|ICollider]]) and the other collider or itself moves at all in a game tick this will send an impulse.

Latest revision as of 20:24, 9 February 2024

On Contact Stay
OnEvent
Other
Collider
null
Events

This node detects collisions based on the Collisions Table.

Output

OnEvent (Call)

When the table's conditions including any exceptions to it are met for the Collider (ICollider) and the other collider or itself moves at all in a game tick this will send an impulse.

Other (ICollider)

The other collider that Collider (ICollider) collided with for this node's event. This value only exists during OnEvent (impulse).

Globals

Collider (ICollider)

The ICollider to receive collision events for every game tick.

Examples

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