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more node documentation
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IzaZed committed Apr 6, 2023
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3 changes: 2 additions & 1 deletion source/manual/logic_nodes/basic/events/custom/catch.rst
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Expand Up @@ -5,9 +5,10 @@ Receive

.. figure:: /images/Logic_Nodes/receive_node.png
:align: right
:width: 215
:alt: Receive Node.

The *Receive* node reacts to events thrown via the *Send* node or the *uplogic* module.
The *Receive* node reacts to events thrown via the :doc:`./throw` node or the *uplogic* module.
An Event can store some data, which can be extracted using this node.

.. note::
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3 changes: 2 additions & 1 deletion source/manual/logic_nodes/basic/events/custom/throw.rst
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Expand Up @@ -4,9 +4,10 @@ Send

.. figure:: /images/Logic_Nodes/send_node.png
:align: right
:width: 215
:alt: Send Node.

The *Send* node creates an event that can be reacted to using the *Send* node or
The *Send* node creates an event that can be reacted to using the :doc:`./catch` node or
the *uplogic* module. An Event can store *Content* and a *Messenger* can be assigned.

.. note::
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6 changes: 5 additions & 1 deletion source/manual/logic_nodes/basic/events/index.rst
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Expand Up @@ -3,9 +3,13 @@ Events
++++++

.. toctree::
:maxdepth: 1
:maxdepth: 2

custom/index.rst

.. toctree::
:maxdepth: 1

on_init.rst
on_next_tick.rst
on_update.rst
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1 change: 1 addition & 0 deletions source/manual/logic_nodes/basic/events/on_init.rst
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Expand Up @@ -5,6 +5,7 @@ On Init

.. figure:: /images/Logic_Nodes/on_init_node.png
:align: right
:width: 215
:alt: On Init Node.

The *On Init* node can be used to set up a scene. It activates only on the first frame.
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1 change: 1 addition & 0 deletions source/manual/logic_nodes/basic/events/on_next_tick.rst
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Expand Up @@ -5,6 +5,7 @@ On Next Tick

.. figure:: /images/Logic_Nodes/on_next_tick_node.png
:align: right
:width: 215
:alt: On Next Tick Node.

The *On Next Tick* node delays a condition by one tick/frame.
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1 change: 1 addition & 0 deletions source/manual/logic_nodes/basic/events/on_update.rst
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Expand Up @@ -5,6 +5,7 @@ On Update

.. figure:: /images/Logic_Nodes/on_update_node.png
:align: right
:width: 215
:alt: On Update Node.

The *On Update* node activates each frame. It can be used to continuously
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Expand Up @@ -4,6 +4,7 @@ On Value Changed

.. figure:: /images/Logic_Nodes/on_value_changed_node.png
:align: right
:width: 215
:alt: On Value Changed Node.

The *On Value Changed* node stores a value internally, and as soon as a value other than
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Expand Up @@ -5,6 +5,7 @@ On Value Changed To

.. figure:: /images/Logic_Nodes/on_value_changed_to_node.png
:align: right
:width: 215
:alt: On Value Changed To Node.

The *On Value Changed To* node stores a value internally, and as soon as the value pulled through
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1 change: 1 addition & 0 deletions source/manual/logic_nodes/basic/events/once.rst
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Expand Up @@ -4,6 +4,7 @@ Once

.. figure:: /images/Logic_Nodes/once_node.png
:align: right
:width: 215
:alt: Once Node.

The *Once* node restricts a continuous *True* condition to only the first frame.
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12 changes: 7 additions & 5 deletions source/manual/logic_nodes/basic/game/index.rst
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Expand Up @@ -2,9 +2,11 @@
Game
++++

.. toctree::
:maxdepth: 1

load_game.rst
quit_game.rst
restart_game.rst
save_game.rst
start_game.rst
load_game.rst
quit_game.rst
restart_game.rst
save_game.rst
start_game.rst
36 changes: 36 additions & 0 deletions source/manual/logic_nodes/basic/game/load_game.rst
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@@ -1 +1,37 @@


+++++++++++++++
Load Game
+++++++++++++++

.. figure:: /images/Logic_Nodes/load_game_node.png
:align: right
:width: 215
:alt: Load Game Node.

The *Load Game* node reads information about the state of the current scene
from a previously saved ``.json`` file.

.. note::
No information is read about which scene is loaded, so this node can only be used per scene.

Inputs
=======

Condition
Input Condition.

Slot
Index of this save file.

Parameters
==========

Filepath
The path to where the save files are stored.

Outputs
=======

Done
*True* if the node performed successfully, else *False*
18 changes: 18 additions & 0 deletions source/manual/logic_nodes/basic/game/quit_game.rst
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+++++++++++++++
Quit Game
+++++++++++++++

.. figure:: /images/Logic_Nodes/quit_game_node.png
:align: right
:width: 215
:alt: Quit Game Node.

The *Quit Game* node exits the current runtime. In standalone mode it closes the runtime
window entirely.

Inputs
=======

Condition
Input Condition.
22 changes: 22 additions & 0 deletions source/manual/logic_nodes/basic/game/restart_game.rst
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+++++++++++++++
Restart Game
+++++++++++++++

.. figure:: /images/Logic_Nodes/restart_game_node.png
:align: right
:width: 215
:alt: Restart Game Node.

The *Restart Game* node reverts the state of the current runtime to it's original version.

Inputs
=======

Condition
Input Condition.

Outputs
=======

Done
*True* if the node performed successfully, else *False*
35 changes: 35 additions & 0 deletions source/manual/logic_nodes/basic/game/save_game.rst
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+++++++++++++++
Save Game
+++++++++++++++

.. figure:: /images/Logic_Nodes/save_game_node.png
:align: right
:width: 215
:alt: Save Game Node.

The *Save Game* node stores information about the state of the scene in a ``.json`` file.

.. note::
No information is saved about which scene is loaded, so this node can only be used per scene.

Inputs
=======

Condition
Input Condition.

Slot
Index of this save file.

Parameters
==========

Filepath
The path to where the save files are stored.

Outputs
=======

Done
*True* if the node performed successfully, else *False*
26 changes: 26 additions & 0 deletions source/manual/logic_nodes/basic/game/start_game.rst
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+++++++++++++++
Load File
+++++++++++++++

.. figure:: /images/Logic_Nodes/load_file_node.png
:align: right
:width: 215
:alt: Load File Node.

The *Load File* node is the ingame equivalent of *File->Open*. It loads directly into
the runtime version of another .blend file.

Inputs
=======

Condition
Input Condition.

File Name
Full path to the target .blend file; Supports relative paths.

Outputs
=======

Done
*True* if the node performed successfully, else *False*
2 changes: 1 addition & 1 deletion source/manual/logic_nodes/basic/input/index.rst
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Expand Up @@ -3,7 +3,7 @@ Input
+++++

.. toctree::
:maxdepth: 1
:maxdepth: 2

mouse/index.rst
gamepad/index.rst
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11 changes: 11 additions & 0 deletions source/manual/logic_nodes/basic/input/keyboard/index.rst
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@@ -1 +1,12 @@
+++++
Keyboard
+++++

.. toctree::
:maxdepth: 1

key_code.rst
key_down.rst
key_up.rst
keyboard_active.rst
logger.rst
23 changes: 23 additions & 0 deletions source/manual/logic_nodes/basic/input/keyboard/key_code.rst
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@@ -0,0 +1,23 @@
+++++++++++++++
Key Code
+++++++++++++++

.. figure:: /images/Logic_Nodes/key_code_node.png
:align: right
:width: 215
:alt: Key Code Node.

The *Key Code* node retrieves a specified key's numeric code. This node is meant for
debugging purposes.

Inputs
=======

Key
The key to translate.

Outputs
=======

Code
Integer code of the selected key.
28 changes: 28 additions & 0 deletions source/manual/logic_nodes/basic/input/keyboard/key_down.rst
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+++++++++++++++
Key Down
+++++++++++++++

.. figure:: /images/Logic_Nodes/key_down_node.png
:align: right
:width: 215
:alt: Key Down Node.

The *Key Down* node detects if a specified key has been pressed.

Inputs
=======

Key
The key to monitor.

Parameters
==========

Mode
Toggle between *Once* and *Each Frame* modes.

Outputs
=======

If Pressed
*True* if the key is active in the selected mode, else *False*
28 changes: 28 additions & 0 deletions source/manual/logic_nodes/basic/input/keyboard/key_up.rst
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+++++++++++++++
Key Up
+++++++++++++++

.. figure:: /images/Logic_Nodes/key_up_node.png
:align: right
:width: 215
:alt: Key Up Node.

The *Key Up* node detects if a specified key has been released.

Inputs
=======

Key
The key to monitor.

Parameters
==========

Mode
Toggle between *Once* and *Each Frame* modes.

Outputs
=======

If Pressed
*True* if the key is released in the selected mode, else *False*
16 changes: 16 additions & 0 deletions source/manual/logic_nodes/basic/input/keyboard/keyboard_active.rst
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+++++++++++++++
Keyboard Active
+++++++++++++++

.. figure:: /images/Logic_Nodes/keyboard_active_node.png
:align: right
:width: 215
:alt: Keyboard Active Node.

The *Keyboard Active* node detects any activity on the keyboard.

Outputs
=======

Active
*True* keyboard state changed, else *False*
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