40 lines
1.3 KiB
C#
40 lines
1.3 KiB
C#
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// Copyright (c) 2015 - 2023 Doozy Entertainment. All Rights Reserved.
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// This code can only be used under the standard Unity Asset Store End User License Agreement
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// A Copy of the EULA APPENDIX 1 is available at http://unity3d.com/company/legal/as_terms
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using System;
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using Doozy.Runtime.Nody;
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using Doozy.Runtime.Nody.Nodes.Internal;
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using Doozy.Runtime.Signals;
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// ReSharper disable RedundantOverriddenMember
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namespace Doozy.Runtime.UIManager.Nodes
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{
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/// <summary>
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/// The Signal Node sends a signal on the given stream (with or without a custom payload), activates the node connected to it.
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/// </summary>
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[Serializable]
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[NodyMenuPath("UI Manager", "Signal")]
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public sealed class SignalNode : SimpleNode
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{
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public SignalPayload Payload;
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public SignalNode()
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{
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AddInputPort()
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.SetCanBeDeleted(false)
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.SetCanBeReordered(false);
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AddOutputPort()
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.SetCanBeDeleted(false)
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.SetCanBeReordered(false);
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}
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public override void OnEnter(FlowNode previousNode = null, FlowPort previousPort = null)
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{
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base.OnEnter(previousNode, previousPort);
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Payload?.SendSignal();
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GoToNextNode(firstOutputPort);
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}
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}
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}
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