Class WaitForFlow
Delays flow by waiting until multiple input flows have been executed.
Implements
IDisposable
Inherited Members
Namespace: Unity.VisualScripting
Assembly: solution.dll
Syntax
[UnitCategory]
[UnitOrderAttribute]
public sealed class WaitForFlow : Unit, IUnit, IGraphElementWithDebugData, IGraphElementWithData, IGraphElement, IGraphItem, INotifiedCollectionItem, IDisposable, IPrewarmable, IAotStubbable, IIdentifiable, IAnalyticsIdentifiable
Properties
awaitedInputs
Declaration
[DoNotSerializeAttribute]
public ReadOnlyCollection<ControlInput> awaitedInputs { get; }
Property Value
| Type | Description |
|---|---|
| ReadOnlyCollection<ControlInput> |
exit
Triggered after all inputs have been entered at least once.
Declaration
[DoNotSerializeAttribute]
public ControlOutput exit { get; }
Property Value
| Type | Description |
|---|---|
| ControlOutput |
inputCount
Declaration
[DoNotSerializeAttribute]
[InspectableAttribute]
[UnitHeaderInspectableAttribute]
public int inputCount { get; set; }
Property Value
| Type | Description |
|---|---|
| int |
reset
Trigger to reset the activation status.
Declaration
[DoNotSerializeAttribute]
public ControlInput reset { get; }
Property Value
| Type | Description |
|---|---|
| ControlInput |
resetOnExit
Whether the activation status should be reset on exit.
Declaration
[SerializeAttribute]
[InspectableAttribute]
public bool resetOnExit { get; set; }
Property Value
| Type | Description |
|---|---|
| bool |
Methods
CreateData()
Declaration
public IGraphElementData CreateData()
Returns
| Type | Description |
|---|---|
| IGraphElementData |
Definition()
Declaration
protected override void Definition()
Overrides
Implements
IDisposable