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Olympe Engine 2.0
2D Game Engine with ECS Architecture
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Represents a single execution point in graph simulation (Phase 24). More...
#include <VisualScriptEditorPanel.h>
Public Member Functions | |
| ExecutionToken ()=default | |
| ExecutionToken (int32_t id, int d) | |
Public Attributes | |
| int32_t | nodeID = NODE_INDEX_NONE |
| Current node to execute. | |
| int | depth = 0 |
| Nesting depth (for indentation) | |
Represents a single execution point in graph simulation (Phase 24).
Used for stack-based simulation of branching nodes (Sequence, Branch, etc.). Allows multiple parallel execution paths to be tracked and resumed.
Definition at line 94 of file VisualScriptEditorPanel.h.
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default |
Definition at line 99 of file VisualScriptEditorPanel.h.
| int Olympe::ExecutionToken::depth = 0 |
Nesting depth (for indentation)
Definition at line 96 of file VisualScriptEditorPanel.h.
| int32_t Olympe::ExecutionToken::nodeID = NODE_INDEX_NONE |
Current node to execute.
Definition at line 95 of file VisualScriptEditorPanel.h.
Referenced by Olympe::VisualScriptEditorPanel::RunGraphSimulation(), and Olympe::VisualScriptEditorPanel::RunGraphSimulationRecursive().