package arm.node; @:keep class Colision_terrain extends armory.logicnode.LogicTree { var functionNodes:Map; var functionOutputNodes:Map; public function new() { super(); name = "Colision_terrain"; this.functionNodes = new Map(); this.functionOutputNodes = new Map(); notifyOnAdd(add); } override public function add() { var _SetProperty_001 = new armory.logicnode.SetPropertyNode(this); var _OnInit = new armory.logicnode.OnInitNode(this); _OnInit.addOutputs([_SetProperty_001]); _SetProperty_001.addInput(_OnInit, 0); _SetProperty_001.addInput(new armory.logicnode.ObjectNode(this, ""), 0); _SetProperty_001.addInput(new armory.logicnode.StringNode(this, "terrain_inside"), 0); var _Boolean_002 = new armory.logicnode.BooleanNode(this); _Boolean_002.addInput(new armory.logicnode.BooleanNode(this, false), 0); _Boolean_002.addOutputs([_SetProperty_001]); _SetProperty_001.addInput(_Boolean_002, 0); _SetProperty_001.addOutputs([new armory.logicnode.NullNode(this)]); var _SetProperty = new armory.logicnode.SetPropertyNode(this); var _Print = new armory.logicnode.PrintNode(this); var _OnContact = new armory.logicnode.OnContactNode(this); _OnContact.property0 = "Begin"; _OnContact.addInput(new armory.logicnode.ObjectNode(this, "Joueur"), 0); _OnContact.addInput(new armory.logicnode.ObjectNode(this, "Rustine1"), 0); _OnContact.addOutputs([_Print]); _Print.addInput(_OnContact, 0); var _Boolean = new armory.logicnode.BooleanNode(this); _Boolean.addInput(new armory.logicnode.BooleanNode(this, true), 0); _Boolean.addOutputs([_Print, _SetProperty]); _Print.addInput(_Boolean, 0); _Print.addOutputs([_SetProperty]); _SetProperty.addInput(_Print, 0); _SetProperty.addInput(new armory.logicnode.ObjectNode(this, ""), 0); _SetProperty.addInput(new armory.logicnode.StringNode(this, "terrain_inside"), 0); _SetProperty.addInput(_Boolean, 0); _SetProperty.addOutputs([new armory.logicnode.NullNode(this)]); var _SetProperty_002 = new armory.logicnode.SetPropertyNode(this); var _Print_001 = new armory.logicnode.PrintNode(this); var _OnContact_001 = new armory.logicnode.OnContactNode(this); _OnContact_001.property0 = "End"; _OnContact_001.addInput(new armory.logicnode.ObjectNode(this, "Joueur"), 0); _OnContact_001.addInput(new armory.logicnode.ObjectNode(this, "Rustine1"), 0); _OnContact_001.addOutputs([_Print_001]); _Print_001.addInput(_OnContact_001, 0); var _Boolean_001 = new armory.logicnode.BooleanNode(this); _Boolean_001.addInput(new armory.logicnode.BooleanNode(this, false), 0); _Boolean_001.addOutputs([_Print_001, _SetProperty_002]); _Print_001.addInput(_Boolean_001, 0); _Print_001.addOutputs([_SetProperty_002]); _SetProperty_002.addInput(_Print_001, 0); _SetProperty_002.addInput(new armory.logicnode.ObjectNode(this, ""), 0); _SetProperty_002.addInput(new armory.logicnode.StringNode(this, "terrain_inside"), 0); _SetProperty_002.addInput(_Boolean_001, 0); _SetProperty_002.addOutputs([new armory.logicnode.NullNode(this)]); var _ApplyForce = new armory.logicnode.ApplyForceNode(this); var _OnContact_002 = new armory.logicnode.OnContactNode(this); _OnContact_002.property0 = "Begin"; _OnContact_002.addInput(new armory.logicnode.ObjectNode(this, "Joueur"), 0); _OnContact_002.addInput(new armory.logicnode.ObjectNode(this, "Rustine1"), 0); _OnContact_002.addOutputs([_ApplyForce]); _ApplyForce.addInput(_OnContact_002, 0); _ApplyForce.addInput(new armory.logicnode.ObjectNode(this, "Joueur"), 0); var _Vector = new armory.logicnode.VectorNode(this); _Vector.addInput(new armory.logicnode.FloatNode(this, 0.0), 0); _Vector.addInput(new armory.logicnode.FloatNode(this, -100.0), 0); _Vector.addInput(new armory.logicnode.FloatNode(this, 0.0), 0); _Vector.addOutputs([_ApplyForce]); _ApplyForce.addInput(_Vector, 0); _ApplyForce.addOutputs([new armory.logicnode.NullNode(this)]); } }