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    Class WaitForAll

    Activates its child when all parents have started this node. It cannot restart until the child's subgraph has ended.

    Inheritance
    object
    Node
    Join
    WaitForAll
    Inherited Members
    Join.Parents
    Join.Child
    Join.AwakeParents()
    Join.Add(Node)
    Node.CurrentStatus
    Node.GameObject
    Node.StartNode(Node)
    Node.EndNode(Node)
    Node.AwakeNode(Node)
    object.Equals(object)
    object.Equals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    object.ToString()
    Namespace: Unity.Muse.Behavior
    Assembly: Unity.Muse.Behavior.dll
    Syntax
    [Serializable]
    [NodeDescription("Wait For All", "Activates its child when all parents have started this node. It cannot restart until the child's subgraph has ended.", "", "Icons/parallel_all", "Flow/Parallel Execution", "848efe0dcb174f6aa79c7bfac31028fe", typeof(JoinNodeModel), "C:\\temp\\com.unity.muse.behavior@0.11\\Packages\\com.unity.muse.behavior\\Runtime\\Execution\\Nodes\\Joins\\ParallelWait.cs")]
    public class WaitForAll : Join

    Methods

    OnEnd()

    Declaration
    protected override void OnEnd()
    Overrides
    Node.OnEnd()

    OnStart()

    Declaration
    protected override Node.Status OnStart()
    Returns
    Type Description
    Node.Status
    Overrides
    Node.OnStart()

    OnUpdate()

    Declaration
    protected override Node.Status OnUpdate()
    Returns
    Type Description
    Node.Status
    Overrides
    Node.OnUpdate()

    ResetStatus()

    Declaration
    protected override void ResetStatus()
    Overrides
    Join.ResetStatus()
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