public class Facepunch.ActionGraphs.Node.Input : Facepunch.ActionGraphs.Node.Parameter<T>
A named input of a node. Inputs can connect to outputs of other nodes, or have a constant value. Use `!:SetLink(LinkSource)` to set which output this input links to, or `!:SetLinks(LinkSource[])` if this input can accept an array of values.
Related Guides
Broader workflow and conceptual references connected to this API.
Just like Subgraphs, you can also create your own custom Nodes with C# (and shader code) to be used in Shader Graphs.
There are various interfaces that can be given to components for specific purposes.
Some Input methods are specific to Controllers/Gamepads, and are useful to know for making sure your player experience caters to those who don't play on a Keyboard + Mouse.
You can broadcast and listen to events in your scene using interfaces.
Input glyphs are an easy way to show users which buttons to press for actions, they automatically adjust for whatever device you're using and return appropriate textures.
Input is accessed using the… Input class!
Constructors
Showing 1 constructors
public Input()
No results match this filter.
Methods
Showing 7 methods
public void ClearLinks()
Removes all links from this input.
public int IndexOfLink(Facepunch.ActionGraphs.Link link)
If this input is connected to an array of outputs, gets the index of the given link in that array. Returns -1 if not found.
Parameters
link: Link to get the index of.
public Facepunch.ActionGraphs.Link InsertLink(Facepunch.ActionGraphs.ILinkSource source, int index)
If this input accepts an array of links, inserts a link in that array to the given output.
Parameters
source: Output to link to.index: Index into the link array to insert the link.
No results match this filter.
Properties
Showing 11 properties
public System.Type Facepunch.ActionGraphs.Node.Input.ElementType { get; set; }
For array input types, the type of an element of the array.
public bool Facepunch.ActionGraphs.Node.Input.IsArray { get; set; }
If true, this input accepts an array of values. Each element can be connected to a different output with `Facepunch.ActionGraphs.Node.Input.InsertLink(Facepunch.ActionGraphs.ILinkSource,System.Int32)` or `!:SetLinks(Output[])`.
public bool Facepunch.ActionGraphs.Node.Input.IsLinked { get; set; }
If true, this input is linked to an output.
public bool Facepunch.ActionGraphs.Node.Input.IsSignal { get; set; }
If true, this input receives a signal that will cause the parent node to act.
public Facepunch.ActionGraphs.Link Facepunch.ActionGraphs.Node.Input.Link { get; set; }
If this is linked to a single output, gets that link.
public System.Collections.Generic.IReadOnlyList`1<Facepunch.ActionGraphs.Link> Facepunch.ActionGraphs.Node.Input.LinkArray { get; set; }
If this is linked to an array of outputs, gets the connecting links.
public System.Collections.Generic.IEnumerable`1<Facepunch.ActionGraphs.Link> Facepunch.ActionGraphs.Node.Input.Links { get; set; }
Gets any links connected to this input.
No results match this filter.
Metadata
| Field | Value |
|---|---|
| Namespace | global |
| Type | class |
| Assembly | Facepunch.ActionGraphs |
| Doc ID | T:Facepunch.ActionGraphs.Node.Input |