docs.unity3d.com
Search Results for

    Show / Hide Table of Contents

    Class GraphInstance

    The state of an instance running a graph (active nodes, port values, ...)

    Inheritance
    object
    GraphInstance
    Implements
    IGraphInstance
    IDisposable
    Inherited Members
    object.ToString()
    object.Equals(object)
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    Namespace: Runtime
    Assembly: solution.dll
    Syntax
    public class GraphInstance : IGraphInstance, IDisposable

    Fields

    Name Description
    IsStarting
    ScriptingGraphRuntime

    Properties

    Name Description
    ContainsEventReceiver
    CurrentEntity
    DispatchedEvents
    EntityManager
    EventFields
    LastSystemVersion
    Random
    Time

    Methods

    Name Description
    AddEventValue(Value)
    ClearDispatchedEvents()
    CopyValueFromGraphInstance(in Value, GraphInstance)
    Create(GraphDefinition, EntityManager, DynamicBuffer<ValueInput>)
    DispatchEvent(ulong, int, int)

    Record the event to be sent

    Dispose()

    Performs application-defined tasks associated with freeing, releasing, or resetting unmanaged resources.

    GetComponentDefaultValue(TypeReference, int)
    GetComponentValue(Entity, TypeReference, int)
    GetInputTrigger(int)
    GetNextEvent(ref int, ulong, out NativeSlice<Value>)
    GetState<T>(in IStatefulNode<T>)
    GetString(StringReference)
    GetString(Entity)
    GetString128(StringReference)
    GetString32(StringReference)
    GetString4096(StringReference)
    GetString512(StringReference)
    GetString64(StringReference)
    GetTriggeredIndex(InputTriggerMultiPort, InputTriggerPort)
    HasConnectedValue(IInputDataPort)
    HasConnectedValue(IOutputDataPort)
    HasConnectedValue(IOutputTriggerPort)
    InitializeGraphReferenceDataOutputValues()
    ReadBool(InputDataPort)
    ReadEntity(InputDataPort)
    ReadFloat(InputDataPort)
    ReadFloat2(InputDataPort)
    ReadFloat3(InputDataPort)
    ReadFloat4(InputDataPort)
    ReadGraphOutputValue(int)
    ReadInt(InputDataPort)
    ReadQuaternion(InputDataPort)
    ReadString(InputDataPort)
    ReadValue(InputDataPort)
    ReadValueOfType(InputDataPort, ValueType)
    ResetFrame()

    Prepare for the graph execution this frame

    ResumeFrame(Entity, TimeData, NativeMultiHashMap<Entity, uint>)

    Runs nodes in the NodesToExecute list and add them to the NextFrameNodes list if needed

    RunNestedGraph(in GraphReference, Entity, int)

    Runs the nested graph immediately on the specified entity. If the nested graph activates a GraphTriggerOutput, it will be interrupted, resume the parent graph, then go back to the nested graph and so on

    SetComponentValue(Entity, TypeReference, int, Value)
    Trigger(OutputTriggerPort)

    Trigger execution from a Trigger output node

    TriggerEntryPoints<T>()

    Trigger every entry point of a specific type4

    TriggerEvents<T>()

    Trigger every events

    TriggerGraphInput(int)
    TriggerGraphInput(string)
    TriggerGraphInputs(Entity, NativeHashMap<Entity, uint>)
    TriggerGraphOutput(uint)

    Activates a graph trigger output and interrupt the current graph/frame execution/>

    TriggerGraphReferences(NativeMultiHashMap<Entity, uint>)
    Write(OutputDataPort, Value)
    WriteToInputData(int, Value)
    In This Article
    Back to top
    Copyright © 2024 Unity Technologies — Trademarks and terms of use
    • Legal
    • Privacy Policy
    • Cookie Policy
    • Do Not Sell or Share My Personal Information
    • Your Privacy Choices (Cookie Settings)