public class ActivationPropagation

Inherits System.IDisposable

Structure that represents a single activation propagation

Fields

public static readonly HashSet<ActivationPropagation> ActiveSignalSet

No description provided


public const int MaximumPropagations

Constant that determines the maximum amount of simultaneous activation signals in the world.

Constant value: 10_000


public static readonly ushort[] AllChannels

Immutable array that contains all channels (0, 1, 2)


public const ushort Green

The green channel

Constant value: 0


public const ushort Red

The red channel

Constant value: 1


public const ushort Blue

The blue channel

Constant value: 2


public int Identity

[System.Obsolete]

The unique identifier for this activation


public HashSet<Object> Path

Collection of all traversed objects by this signal


public int TraversedCount

Amount of objects this signal has traveled through


public bool Direct

Is this signal directly created by the player?


public ushort Channel

The channel of this signal


public GameObject Sender

The original object which the activation signal was sent from.


public GameObject Target

The original object which the activation signal is directed to.


Properties

public int Traversed { get; set; }

[System.Obsolete("Use TraversedCount instead")]

Amount of objects this signal has traveled through


Methods

public bool Contains(Object obj)

Has this signal traversed the given object?


public (constructor) ActivationPropagation(bool direct, ushort channel = Green, GameObject sender = null)

Construct a signal


public (constructor) ActivationPropagation(Object obj, ushort channel = 0, GameObject sender = null)

Construct a signal


public (constructor) ActivationPropagation()

No description provided


public ActivationPropagation Branch(Object ob)

Branch this signal and return the branch.


public void Dispose()

No description provided


Attention!

This member is obsolete and should not be used. It is a remnant from the past.

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