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    Struct EnumerateChildren

    Implements
    IFlowNode
    IStatefulNode<EnumerateChildren.State>
    IStatefulNode
    INode
    Inherited Members
    ValueType.Equals(object)
    ValueType.GetHashCode()
    ValueType.ToString()
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetType()
    Namespace: Runtime
    Assembly: solution.dll
    Syntax
    [NodeSearcherItem("GameObjects/Enumerate Children")]
    [Serializable]
    [NodeDescription("The **EnumarateChildren** node get all the direct children in the hierarchy of the GameObject connected to it. It will execute code for child one by one every time you pass by the Input port.")]
    public struct EnumerateChildren : IFlowNode, IStatefulNode<EnumerateChildren.State>, IStatefulNode, INode

    Fields

    Name Description
    Child
    ChildIndex
    Done
    GameObject
    NextChild
    Out
    Reset

    Methods

    Name Description
    Execute<TCtx>(TCtx, InputTriggerPort)

    Extension Methods

    IVisualScriptingEventReceiverJobExtensions.Schedule<TJob, TEvent>(TJob, VisualScriptingEventSystem, JobHandle)
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