Difference between revisions of "Flash Highlight Hierarchy (LogiX node)"
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− | + | <!--T:1--> | |
+ | {{Infobox Logix Node | ||
+ | | Name = Flash Highlight Hierarchy | ||
+ | | Image =[[File: FlashHighlightHierarchyNode.png | noframe | 128px | 'Flash Highlight Hierarchy' LogiX node ]] | ||
+ | | Input0Type = Impulse | Input0Name = Flash | ||
+ | | Input1Type = Slot | Input1Name = HierarchyRoot | ||
+ | | Input2Type = Bool | Input2Name = ExcludeColliders | ||
+ | | Input3Type = Bool | Input3Name = ExcludeMeshes | ||
+ | | Input4Type = Bool | Input4Name = ExcludeDisabled | ||
+ | | Input5Type = Float | Input5Name = Duration | ||
+ | | Input6Type = Color | Input6Name = Color | ||
+ | | Output0Type = Impulse | Output0Name = OnDone | ||
+ | | Output1Type = Slot | Output1Name = FlashRoot | ||
+ | }} | ||
− | <!-- | + | <!--T:2--> |
+ | The '''Flash Highlight Hierarchy''' node temporarily highlights objects under the target <code>HierarchyRoot</code> when an impulse is received at <code>Flash</code>. | ||
− | == | + | == Usage == <!--T:3--> |
− | + | The <code>ExcludeColliders</code> input determines whether collider components are excluded from being highlighted. Default is false (i.e colliders will be highlighted). | |
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− | + | <!--T:6--> | |
+ | The <code>ExcludeMeshes</code> input determines whether meshes referenced by [[MeshRenderer (Component)|MeshRenderers]] or [[SkinnedMeshRenderer (Component)|SkinnedMeshRenderers]] are excluded from being highlighted. Default is false (i.e. meshes will be highlighted). | ||
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+ | <!--T:7--> | ||
+ | The <code>ExcludeDisabled</code> input determines whether deactived collider or renderer components will be excluded from being highlighted. If this input is true, disabled components (or ones under inactive slot hierarches) will not be highlighted. Default is false (i.e. everything will be highlighted). | ||
+ | |||
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+ | <!--T:8--> | ||
+ | The <code>Duration</code> input controls how long the highlight visual will persist in seconds. Default is 0.5 seconds. | ||
+ | |||
+ | |||
+ | <!--T:9--> | ||
+ | The <code>Color</code> input controls the color of the highlight visual. Default is white. | ||
+ | |||
+ | |||
+ | <!--T:10--> | ||
+ | The <code>OnDone</code> output fires an impulse when the target hierarchy has been highlighted after an impulse was received at <code>Flash</code>. An impulse will be fired as long as a valid </code>HierarchyRoot</code> is available, regardless of whether any highlight visual was actually displayed. | ||
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+ | <!--T:11--> | ||
+ | The <code>FlashRoot</code> output provides the new slot on which the components required for the highlight visual are placed. This is only available for the duration of the impulse chain starting from <code>OnDone</code> | ||
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+ | <!--T:12--> | ||
+ | The highilght visual is produced by spawning a non-persistent slot under the world root called HighlightFlash. This contains an OverlapFresnelMaterial and several Tween<color> components. The material corresponds to the highlight color and the tweens control how the color changes over the duration of the effect. | ||
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+ | == Examples == <!--T:4--> | ||
+ | |||
+ | == Node Menu == <!--T:5--> | ||
</translate> | </translate> | ||
− | + | [[Category:LogixStubs]] | |
− | [[Category:LogiX|Flash Highlight Hierarchy | + | [[Category:LogiX{{#translation:}}|Flash Highlight Hierarchy]] |
− | [[Category:LogiX: | + | [[Category:LogiX:Visualization{{#translation:}}|Flash Highlight Hierarchy]] |
{{:NodeMenu-Visualization}} | {{:NodeMenu-Visualization}} |
Latest revision as of 08:01, 20 February 2022
Flash Highlight Hierarchy | ||
---|---|---|
Inputs | ||
Impulse | Flash | |
Slot | HierarchyRoot | |
Bool | ExcludeColliders | |
Bool | ExcludeMeshes | |
Bool | ExcludeDisabled | |
Float | Duration | |
Color | Color | |
Outputs | ||
Impulse | OnDone | |
Slot | FlashRoot |
The Flash Highlight Hierarchy node temporarily highlights objects under the target HierarchyRoot
when an impulse is received at Flash
.
Usage
The ExcludeColliders
input determines whether collider components are excluded from being highlighted. Default is false (i.e colliders will be highlighted).
The ExcludeMeshes
input determines whether meshes referenced by MeshRenderers or SkinnedMeshRenderers are excluded from being highlighted. Default is false (i.e. meshes will be highlighted).
The ExcludeDisabled
input determines whether deactived collider or renderer components will be excluded from being highlighted. If this input is true, disabled components (or ones under inactive slot hierarches) will not be highlighted. Default is false (i.e. everything will be highlighted).
The Duration
input controls how long the highlight visual will persist in seconds. Default is 0.5 seconds.
The Color
input controls the color of the highlight visual. Default is white.
The OnDone
output fires an impulse when the target hierarchy has been highlighted after an impulse was received at Flash
. An impulse will be fired as long as a valid HierarchyRoot is available, regardless of whether any highlight visual was actually displayed.
The FlashRoot
output provides the new slot on which the components required for the highlight visual are placed. This is only available for the duration of the impulse chain starting from OnDone
The highilght visual is produced by spawning a non-persistent slot under the world root called HighlightFlash. This contains an OverlapFresnelMaterial and several Tween<color> components. The material corresponds to the highlight color and the tweens control how the color changes over the duration of the effect.
Examples
Node Menu
Visualization | ||||||
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Back | Flash Highlight Hierarchy |