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// Copyright https://github.com/MothCocoon/FlowGraph/graphs/contributors #pragma once #include "Nodes/FlowNode.h" #include "FlowNode_ExecutionMultiGate.generated.h" /** * Executes a series of pins in order, * example: * In the first iteration only triggers the first output, * in the second iteration triggers the second output. */ UCLASS(NotBlueprintable, meta = (DisplayName = "Multi Gate", Keywords = "series, loop, random")) class FLOW_API UFlowNode_ExecutionMultiGate final : public UFlowNode { GENERATED_UCLASS_BODY() // Executing all output pins in parallel, without order. UPROPERTY(EditAnywhere, Category = "MultiGate") bool bParallel; UPROPERTY(EditAnywhere, Category = "MultiGate") bool bRandom; // Allow executing output pins again, without triggering Reset pin // If set to False, every output pin can be triggered only once UPROPERTY(EditAnywhere, Category = "MultiGate") bool bLoop; // Allow executing output pins again in a Loop, its setted with -1 by default for executing indefinitely. UPROPERTY(EditAnywhere, Category = "MultiGate", meta=(EditCondition = "bLoop")) int32 LoopCount = -1; UPROPERTY(EditAnywhere, Category = "MultiGate") int32 StartIndex; private: UPROPERTY(SaveGame) int32 NextOutput; UPROPERTY(SaveGame) TArray<bool> Completed; public: #if WITH_EDITOR virtual bool CanUserAddOutput() const override { return true; } #endif protected: virtual void ExecuteInput(const FName& PinName) override; virtual void Cleanup() override; #if WITH_EDITOR virtual FString GetNodeDescription() const override; #endif };
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