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