Category:ProtoFlux:Flow

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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.