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FlowCanvas - Visual Scripting Similar to Unreal Blueprints

Discussion in 'Assets and Asset Store' started by nuverian, Apr 14, 2015.

  1. nuverian

    nuverian

    Joined:
    Oct 3, 2011
    Posts:
    2,087
    Hey,
    Thanks for getting FC.
    The equivalent of IF, is the 'Switch Condition' node found under the FlowControllers category. This node takes a single boolen parameter, which when it is true, it will fire the 'True' out port, or 'False' out port if the boolean is false.
    So in the image bellow, we have a variable "myBoolean". If myBoolean is true when the Switch Condition 'In' is called, the node will continue with the 'True' port, otherweise the 'False' port.
    IF.png

    Here is another example:
    IF2.png

    Please let me know if you have any questions down the road.
    Thanks!



    Hey,

    Thanks for the updates :)
    Regarding your 2 issues/questions, the first one with the system.object variable, it's indeed best to use UnityEngine.Object instead if your object is in fact a Unity object, but I will have to fix the UI label for the system.object variable node in any case, so thanks for bringing this up.

    Regarding the reason why GetChildTransforms doesn't show up in the list when you drag and drop a port, it is because that only nodes that take the exact same type as the one dragged show up in that context menu. So if you are dragging a GameObject port it will not show, but dragging a Transform will. I will change this behaviour to show all connectable types instead, in the next version :)

    Cheers!


    Hey, thanks!
    I am glad you like FlowCanvas :)
    Here is how you could do this. You don't need to declare ValueHandler variables. You can work with normal variables if you need to store something and they are best if they are kept private, since the data is transfered through the defined ports.
    Code (CSharp):
    1. public class Test1 : FlowNode {
    2.  
    3.     private Vector3 currentPosition;
    4.     private Vector3 nextPosition;
    5.  
    6.     protected override void RegisterPorts(){
    7.  
    8.         var _target = AddValueInput<Transform>("Target");
    9.         var _current = AddValueOutput<Vector3>("Current", ()=>{ return currentPosition; });
    10.         var _next = AddValueOutput<Vector3>("Next", ()=>{ return nextPosition; });
    11.         AddFlowInput("In", (f)=>
    12.         {
    13.             currentPosition = _target.value.position;
    14.             nextPosition = currentPosition + new Vector3(0,0,1);
    15.         });
    16.     }
    17. }
    Notice that to access the value of a value port (in this case the _target port), it is done so through the .value parameter.

    Let me know :)
    Cheers!

    Hello,
    No sorry, it doesn't work with WebGL, at least yet.
     
  2. sanpats

    sanpats

    Joined:
    Aug 24, 2011
    Posts:
    343
    I saw the new version up on the asset store. It seems FC now support iOS?
     
  3. TechnicalArtist

    TechnicalArtist

    Joined:
    Jul 9, 2012
    Posts:
    736
    Thanks for reply
     
  4. GamerPET

    GamerPET

    Joined:
    Dec 25, 2013
    Posts:
    370
    I made some great progress yesterday! :D
    Basically I'm almost at a "first prototype point". When i was designing this last year I got to a point where I had to automatize this just so I can see the flow of the game... the core mechanic.

    • I managed to pull randomly "Segments" from a "Deck" and place them on the board.
    • I managed to make a Move button that will pick a random integer between X and Y and then move the player on that direction.
    • I managed to move the camera by pressing <- and -> keys.
    • I even had a breakthrough with one of the things that I didn't knew how to do. It should work. Right now I'm just moving the player in space. So I don't know exactly on what segment & block he is. So I came with the idea that the player starts at 0. Whenever I move him, that move number is getting added into the currentPlayerPosition variable. That way I know that he is on the 16 block, 21 block, etc.
    Also, whenever I'm drawing a new segment (because the player has no more segments to move) I'm updating the totalAvailableBlocks. That way I know that there are 25 blocks available.

    So if I know that 1 segment has 5 blocks and my player is on the 6 block. It means that he is on the 2nd Segment 1st Block...so I can sent an event to that block to do whatever that block supposed to do / getFood(), etc.

    In theory it should work.

    Draw New Segment:


    Player Move:


    Main Controller:


    Move Camera block it's a bit "not optimal" I think but it serves it's purpose. I don't really use the cameraMoveSpeed... mainly because I set it up as an Integer... and I'm not sure if I found that "Inverse Integer" thing... not even "Inverse Float" module that you created 2 weeks ago when I needed help. Dunno, I was tired :p


    What I have to do now is:
    - Before moving the player check how many available blocks there are. If there are not enough blocks, draw a new segment
    - Find a way to count on what segment the player is so I can sent an event to that block

    Hmm... how can I access a variable that is on another GameObject? My playerCurrentPos & totalAvailableBlocks is on the Main Controller while the Player Movement it's on the ... player movement :p

    Thanks

    <3

    /PET
     
  5. GamerPET

    GamerPET

    Joined:
    Dec 25, 2013
    Posts:
    370
    Code (csharp):
    1.  
    2. [Category("Functions/Math/Floats")]
    3.     [Name("Invert")]
    4.     public class FloatInvert : PureFunctionNode<float, float>{
    5.         public override float Invoke(float value){
    6.             return value * -1;
    7.         }
    8.     }
    9.  
    Ah Nuv... I think you forgot to add the FloatInvert into the main version :p
     
    Last edited: Feb 11, 2016
  6. nuverian

    nuverian

    Joined:
    Oct 3, 2011
    Posts:
    2,087
    Hey,
    It should work with iOS now, but you will have to first Generate AOT Classes file through the Preferred Types editor window. The important thing here (same to NC as well) is that if you use any structs other than the ones in the list, you should add them in there before hitting the Generate button. I hope I didn't miss anything. If you encounter any issue please let me know.

    Thanks!

    Hey,
    Thanks for sharing the updates and screenshots. It's nice to see and can certainly be usefull to others :)
    Regarding the InverseFloat node, I am prety sure, it was in there when I send the new version :/ Are you certain it wasn't under the Math/Floats category?

    As far as accessing variables on other flowscripts, there are 2 relevant nodes for that:
    "Variables/Get Blackboard Variable/Get Other Of Type"
    "Variables/Set Blackboard Variable/Set Other Of Type"

    For the camera move left/right, I would suggest something like this, since input axis return a value from -1 to +1:
    MoveLeftRight.png

    Cheers!
     
  7. GamerPET

    GamerPET

    Joined:
    Dec 25, 2013
    Posts:
    370
    Thanks ! :)

    I also managed to do some more improvements to my thing. I even did a Switch Concdition where I check if there are enough segments and if not I draw a new one :D

    Btw... Is there a way to check the mouse drag? I want to be able to move the camera by dragging the cursor.
    Btw2... this thing is a bit more complicated... but how could I stop the camera movement if there are no more segments left/right. So for example if there are no more segments on your right, you woun't be able to move to the right... but you would be able to go back to the left...

    No idea how to approach this problem yet.

    EDIT:
    Is there any way to check if 2 values are <= >= ? Meaning higher/lower & equal. I only found > and <
     
    Last edited: Feb 12, 2016
  8. lugard

    lugard

    Joined:
    Nov 27, 2015
    Posts:
    21
    Hey,
    The Preferred Types Editor does not rstore list of types after reopen. I added ReflectedFunctionNode'4 (FlowCanvas.Nodes) and clicked the button to generate AOT Dummy, but ReflectedFunctionNode is not exist in the result file.
    And I am getting the error
    Constructor of FlowCanvas.Nodes.ReflectedFunctionNode`4[UnityEngine.Object,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Object] threw an exception when creating an instance
    after running of the WebGL build.
     
  9. nuverian

    nuverian

    Joined:
    Oct 3, 2011
    Posts:
    2,087
    Hey,
    Nice :)

    You can use 'Input Axis (Custom)' event and set the axis to Mouse X and Mouse Y. These are axis already defined by default in Unity through the "Project Settings/Input", so we can just make use of those:
    InputAxis.png

    As for limiting/clamping the position of an object, in this case your camera in the x axis for example, here is how it can be done:
    Clamp.png
    (the invert is an extra addition that has nothing to do with clamping)

    You could of course if you want make this into a macro, if you are going to re-use elsewhere. For example:
    ClampVectorXMacro.png

    And then:
    UsedMacro.png


    As for the >= and <=, admittedly, I omited those :)
    You can of course open up Math.cs and put those in there, as so will I:
    Code (CSharp):
    1.     [Category("Functions/Math/Floats")]
    2.     [Name("<=")]
    3.     public class FloatLessEqualThan : PureFunctionNode<bool, float, float>{
    4.         public override bool Invoke(float a, float b){
    5.             return a <= b;
    6.         }
    7.     }
    8.  
    9.     [Category("Functions/Math/Floats")]
    10.     [Name(">=")]
    11.     public class FloatGreaterEqualThan : PureFunctionNode<bool, float, float>{
    12.         public override bool Invoke(float a, float b){
    13.             return a >= b;
    14.         }
    15.     }

    Cheers!

    Hey,

    There is no practical reason for ReflectedFunctionNode to be added in the Preferred Types list and it get's filtered out of the list due to that reason :) The types that should be added in there, are the value types (structs) that you are working with as far as AOT goes.
    Having said that, WebGL is not fully tested yet, but having just did, there are some issues that yet need to be solved.
    I will post an update as soon as it has been resolved, but the first relevant things I should mention are:

    1. Set Exception Handling to 'Explicitely Thrown Exception Only'.


    2. Put the following link.xml file into your project. This is relevant to 'code striping' as described in Unity docs here.
    Code (CSharp):
    1. <linker>
    2.     <assembly fullname="UnityEngine">
    3.         <type fullname="UnityEngine.Animation" preserve="all"/>
    4.         <type fullname="UnityEngine.AnimationClip" preserve="all"/>
    5.         <type fullname="UnityEngine.Animator" preserve="all"/>
    6.         <type fullname="UnityEngine.AudioClip" preserve="all"/>
    7.         <type fullname="UnityEngine.AudioSource" preserve="all"/>
    8.         <type fullname="UnityEngine.Camera" preserve="all"/>
    9.         <type fullname="UnityEngine.CharacterController" preserve="all"/>
    10.         <type fullname="UnityEngine.Collider" preserve="all"/>
    11.         <type fullname="UnityEngine.Collider2D" preserve="all"/>
    12.         <type fullname="UnityEngine.GameObject" preserve="all"/>
    13.         <type fullname="UnityEngine.Light" preserve="all"/>
    14.         <type fullname="UnityEngine.NavMeshAgent" preserve="all"/>
    15.         <type fullname="UnityEngine.Object" preserve="all"/>
    16.         <type fullname="UnityEngine.Rigidbody" preserve="all"/>
    17.         <type fullname="UnityEngine.Rigidbody2D" preserve="all"/>
    18.         <type fullname="UnityEngine.Texture2D" preserve="all"/>
    19.         <type fullname="UnityEngine.Transform" preserve="all"/>
    20.         <type fullname="UnityEngine.UI.Button" preserve="all"/>
    21.         <type fullname="UnityEngine.UI.Slider" preserve="all"/>
    22. </assembly>
    23. </linker>
    24.  
    This will be auto-generated in the next version also from within the Preferred Types editor and relevant to those types in the list.

    Things will not work 100% in WebGL after those two changes, but I am working on this.
    Thanks!
     
  10. GamerPET

    GamerPET

    Joined:
    Dec 25, 2013
    Posts:
    370
    Thanks Nuv.

    I have been trying to make that INPUT AXIS when I move the mouse. Normally it works but I want it to be a "drag". Meaning that X movement & Mouse Click have to be true. You know... Click & Drag. When that happens I want to move the camera.

    I have troubles approaching this because I don't know exactly how to do this in FlowCanvas.

    Basically I was thinking to do an Switch Condition. If Mouse X & Fire1 > 0 = true
    I even tried to create 2 boolean variables. I wanted to make the variable TRUE when mouse is clicked or mouse is moving...

    My main problem is how to approach this, to the nodes and connect them.

    I have a lot of problems approaching the IF problems :D Usually you can have multiple checks inside an IF but the switch condition only accepts one. I guess that I need to do the actual condition ahead and only send 1 condition to the Switch.


    EDIT:
    Thanks for setting me up with Mathf.Clamp. I didn't knew about this. It's almost working as intended... however I think I kind of need to update the -5 & 5 (that you suggested) dynamically because my board will get bigger and bigger with segments :)

    EDIT2:
    Is there a way for FlowCanvas to communicate to PlayMaker?
    On some situations I'm thinking better in State Machines... :p
     
    Last edited: Feb 13, 2016
  11. NeonTanto

    NeonTanto

    Joined:
    Jun 19, 2013
    Posts:
    156
    Hi! This tool have visual debug (like NodeCanvas)?
     
  12. nuverian

    nuverian

    Joined:
    Oct 3, 2011
    Posts:
    2,087
    Hey,

    There are two ways to approach this. One way is to check if 2 events (or Flow signals in general) are currently active, with the "Flow Merge/AND" node like this:
    FlowAND.png

    For your information, regarding the Swich Condition taking one boolean input, you can use the "Boolean/AND" node to check multiple booleans like this:
    ValueAND.png

    Yeah, the -5, +5 was just an example :)

    Regarding communicating with Playmaker, there is no official extension about this, but you can simply drag and drop the PlaymakerFSM component into your flowscript canvas to access it's methods/properties, like for example:
    PM.png

    Cheers!

    Hey,
    Yes there is visual debugging like in NodeCanvas as well as breakpoints. On top of that you also get to visually debug the values that are being transfered through the connections in realtime :)


    Cheers!
     
    GamerPET likes this.
  13. GamerPET

    GamerPET

    Joined:
    Dec 25, 2013
    Posts:
    370
    This is so much fun :D

    I started to thinker with this and I actually succeeded in my first tries. I'm a bit impressed :D

    This is my final "Mouse Drag Move Camera" script:



    So as Nuv sugested I'm checking for 2 events and I put them in an AND. I didn't knew this existed. Good to know!
    I'm checking if the Fire1 button (Left Mouse Click - as in Unity Input Configuration) is clicked &
    I'm checking if Mouse X is moving... meaning I'm moving the mouse Left or Right.

    My main problem was that because of the Mathf.Clamp I was able to go way to much on the left where there was nothing... and there will never be. So I positioned my whole board (segments, player token, etc) so the camera looks perfect with X = 0.



    See, Camera X position = 0.

    So my logic was to do a Switch Condition and check of that X position is >= than 0. Higher & Equal than 0. If it was... then the switch condition = True meaning that I can move the camera. If the camera is trying to go below 0 the Translate will not happen, meaning that the FREAKING CAMERA WILL REMAIN IN POSITION :D I was pretty impressed that this worked right on my first try.

    So what I'm doing there, I'm getting "Get Position" of the camera. I'm getting a Vector 3 ... then a problem arrived. How do I get the X from that Vector 3? Then I noticed that I use the Extract Vector3 when I'm doing the Mathf.Clamp... I was like "OMG It's RIGHT IN FRONT OF ME!".

    I hit CTRL + D to Duplicate the Extract Vector3 ... I put in there... I create a >= node where I set up the B value to 0. This is something that I did wrong in my first try. I first set it up as <= which ofc was wrong :) Thank god for that visual debugging @mf_andreich was asking about right above this post.

    Now, my second position came with the Mathf.Clamp. My board will get bigger and bigger on the X axis (but never below 0! :D ) so that Clamp value needs to dynamically change!

    Then I figured it out. I already have a variable called "totalAvailableBlocks". 1 block = 1 unity unit. So what I did was ... get variable and set it into the Mathf.Clamp Max value.

    However I fond another small problem. I was always having to much extra space.. .because when I start the game I already have everything on my screen, so I don't need to drag anything. So what I did was... take the variable and do a -10 and then send that to the Mathf.Clamp.

    And bam! Just like that I completed 2 tasks:


    Next thing related to camera I have to do is automatically move the camera when the Player moves & reaches the end of the screen. I think I can somehow tie this to my drawSegment script. Whenever I draw a segment, I'm kind of at the end of the screen with the player anyway.

    I could take the X position of the first Block of the new segment and somehow Translate the camera to that position?

    Or no! Whenever I draw a new segment I can just take the player position, and move the camera there :D

    EDIT:


    It's not really ideal so I'm open to suggestions. Basically when the player has to move to new position that does not have segments... I have a function that draws a new segment. During that function I also execute this moveCameraToNewPos.

    It's not really in the center of the screen because of the Mathf.Clamp I can almost never move the camera so the player is right in the center... so it's always a little bit to the right... more or less.

    But it's good enough. All I wanted is to have the player on screen when a new segment is drawn so the camera is not left behind.
     
    Last edited: Feb 14, 2016
  14. lugard

    lugard

    Joined:
    Nov 27, 2015
    Posts:
    21
    I did everything what you said (options, link.xml). But I had got same errors.
    Maybe I need to do some more actions for the positive result? (I am ready even to use a "duct tape" way now)
    2016-02-14 03.37.42.png
     
  15. frekiidoochmanz

    frekiidoochmanz

    Joined:
    Feb 7, 2016
    Posts:
    158
    This tool I can see, could be a very useful time saver and event tailor for logic and also actions but I cant figure somethings out still.

    (Maybe one day I will get your other product NodeCanvas to use with this one if it is recommended)

    but I have a alot questions still sorry:

    1. How do I just simply set a gameObject variable to a New game object? Can this be done using FlowCanvas or how is it done?

    2. does this work along side playmaker or is it possible to add support to work along WITH playmaker?

    3. How do I launch a script FROM NodeCanvas, is this possible?

    4. Where is the API for working with FlowCanvas in code, you mentioned before that if I want to work with PolyNav and NodeCanvas I will need to get used to initializing objects using script classes.

    5. If I cant launch scripts from FlowCanvas, should I get NodeCanvas instead?

    6.this question is offtopic: does your other product NodeCanvas work better than Behavior Designer? they are both the same price and although your product isnt Behavior Designer seeing as how I already own Flow Canvas I was wondering what the big difference was in comparison to behavior designer, I think I like your UI scheme much better than theirs though. (Node Canvas)

    any help i apprciated. I wanted to see if this works with LoveHate and Dialogue system but im sure it will, ill mess around with them later after I figure out how to instantiate using FlowCanvas.
     
  16. NeonTanto

    NeonTanto

    Joined:
    Jun 19, 2013
    Posts:
    156
    It's great! =)
     
  17. nuverian

    nuverian

    Joined:
    Oct 3, 2011
    Posts:
    2,087
    Thanks for sharing all your workflow. It's nice to read.
    If I can help you in any further way, please let me know. Regarding the last kind of question, there are many ways to do one thing. As long as it work for your case, it works :) and I really can't get the whole picture without the actual project to suggest a better solution :)

    Once again, let me know if I can help in any further way.
    Thanks!


    Hello,

    Do you by any chance using Unity 4.x. I just realized in shame, that in the last version I send to the asset store, I didn't update the Unity 4.x version file, so practicaly the changes are only available in 5.x :( I am sorry about this!
    I've just send a new update to the asset store for both 4.x and 5.x.
    I have also ensured that FlowCanvas works in WebGL which is great.

    Please let me know if you are under Unity 4.x or 5.x.
    If you are under 5.x, can you please confirm that you have an AOTDummy.cs file generated, which includes any FlowCanvas nodes within?

    Finaly please make sure the contents of ReflectedMethodNodeWrapper.cs at line #69 "RegisterPorts" looks similar to this:
    Code (CSharp):
    1.         ///Gather the ports through the wrapper
    2.         protected override void RegisterPorts(){
    3.  
    4.             if (method == null){
    5.                 return;
    6.             }
    7.  
    8.             if ( method.DeclaringType.IsValueType || method.GetParameters().Any( p => p.IsOut ) ){
    9.                 RegisterWithPureReflection();
    10.                 return;
    11.             }
    12.  
    13.             //JIT
    14.             try
    15.             {
    16.                 reflectedMethodNode = ReflectedMethodNode.Create(method);
    17.                 if (reflectedMethodNode != null){
    18.                     reflectedMethodNode.RegisterPorts(this, method, callable);
    19.                 }
    20.             }
    21.            
    22.             //AOT
    23.             catch
    24.             {
    25.                 RegisterWithPureReflection();
    26.             }
    27.         }

    Thanks!

    Hello and thanks!
    Let me answer your questions:

    1. FlowCanvas currently only works with Proprties and Methods. Not with Fields like:
    Code (CSharp):
    1. public class MyClass : MonoBehaviour{
    2.     public GameObject target;
    3. }
    4.  
    But if you have something like this:
    Code (CSharp):
    1. public class MyClass : MonoBehaviour{
    2.  
    3.     public GameObject _target;
    4.     public GameObject target{
    5.         get {return _target;}
    6.         set {_target = value;}
    7.     }
    8. }
    ...then you can simply drag & drop the component in the editor and select "Actions/Set Target" :)

    2. It is already possible to start/stop a PM FSM, or send and event to it for example. Once again, you have to drag and drop the PlaymakerFSM component in the editor and select for example: "Actions/Send Event". Here is a more complete example of setting an FSMFloat:
    PMFSM.png

    3. If you have NodeCanvas, there are special extensions which you can download from http://flowcanvas.paradoxnotion.com/downloads, which provides a special node that allows you to add a FlowScript directly within any NodeCanvas system. :)

    4. There is no API documentation online yet, except from how to create nodes. Let me know what you are after if you can't find it, until I upload the API docs. I am not sure what you mean regarding PolyNav. If you want to call a method on PolyNavAgent to set destination, you can once again drag and drop the PolyNavAgent component and select the "Set Destination" method from the context menu to call that method. Maybe I misundetstood your question though, in which case I'm sorry.

    5. Can you please clarify what do you mean by "launch scripts" ?

    6. I tent to avoid answering V.S. questions since I am obvioulsy biased towards NodeCanvas/FlowCanvas and my own tools, which is of course the reason I work on them and with them in the first place. All I can say, is that NodeCanvas is already very low priced for the pack of features within :), but maybe others would like to share their opinions if you are after a more unbiased answer

    Let me know if you have any further questions and please clarify some of them if you like so.
    Thanks!

    Cheers! :)
     
  18. nuverian

    nuverian

    Joined:
    Oct 3, 2011
    Posts:
    2,087
    Just a follow up on this which I omitted, it does work fine with Love/Hate. For example, if you drag and drop the "FactionMember" component of Love/Hate in the canvas editor, you will get the things you can do with it as expected:
    Actions
    Actions.png

    Functions

    Functions.png
     
  19. lugard

    lugard

    Joined:
    Nov 27, 2015
    Posts:
    21
    I am under Unity 5.x.
    AOTDummy.cs file generated
    Code (CSharp):
    1. #pragma warning disable 0219, 0168, 0612
    2. namespace NodeCanvas.Framework.Internal{
    3.  
    4.     //Auto generated classes for AOT support, where using undeclared generic classes with value types is limited. These are not actualy used but rather just declared for the compiler
    5.     class AOTDummy{
    6.  
    7.         object o = null;
    8.         class FlowCanvas_BinderConnection_Boolean : FlowCanvas.BinderConnection<System.Boolean>{}
    9.         class FlowCanvas_BinderConnection_Single : FlowCanvas.BinderConnection<System.Single>{}
    10.         class FlowCanvas_BinderConnection_Int32 : FlowCanvas.BinderConnection<System.Int32>{}
    11.         class FlowCanvas_BinderConnection_Vector2 : FlowCanvas.BinderConnection<UnityEngine.Vector2>{}
    12.         class FlowCanvas_BinderConnection_Vector3 : FlowCanvas.BinderConnection<UnityEngine.Vector3>{}
    13.         class FlowCanvas_BinderConnection_Vector4 : FlowCanvas.BinderConnection<UnityEngine.Vector4>{}
    14.         class FlowCanvas_BinderConnection_Quaternion : FlowCanvas.BinderConnection<UnityEngine.Quaternion>{}
    15.         class FlowCanvas_BinderConnection_Keyframe : FlowCanvas.BinderConnection<UnityEngine.Keyframe>{}
    16.         class FlowCanvas_BinderConnection_Bounds : FlowCanvas.BinderConnection<UnityEngine.Bounds>{}
    17.         class FlowCanvas_BinderConnection_Color : FlowCanvas.BinderConnection<UnityEngine.Color>{}
    18.         class FlowCanvas_BinderConnection_Rect : FlowCanvas.BinderConnection<UnityEngine.Rect>{}
    19.         class FlowCanvas_BinderConnection_ContactPoint : FlowCanvas.BinderConnection<UnityEngine.ContactPoint>{}
    20.         class FlowCanvas_BinderConnection_ContactPoint2D : FlowCanvas.BinderConnection<UnityEngine.ContactPoint2D>{}
    21.         class FlowCanvas_BinderConnection_Collision : FlowCanvas.BinderConnection<UnityEngine.Collision>{}
    22.         class FlowCanvas_BinderConnection_Collision2D : FlowCanvas.BinderConnection<UnityEngine.Collision2D>{}
    23.         class FlowCanvas_BinderConnection_LayerMask : FlowCanvas.BinderConnection<UnityEngine.LayerMask>{}
    24.  
    25.         void FlowCanvas_ValueHandler_Delegate(){
    26.             FlowCanvas.ValueHandler<System.Boolean> _ValueHandler_Boolean = null;
    27.             FlowCanvas.ValueHandler<System.Single> _ValueHandler_Single = null;
    28.             FlowCanvas.ValueHandler<System.Int32> _ValueHandler_Int32 = null;
    29.             FlowCanvas.ValueHandler<UnityEngine.Vector2> _ValueHandler_Vector2 = null;
    30.             FlowCanvas.ValueHandler<UnityEngine.Vector3> _ValueHandler_Vector3 = null;
    31.             FlowCanvas.ValueHandler<UnityEngine.Vector4> _ValueHandler_Vector4 = null;
    32.             FlowCanvas.ValueHandler<UnityEngine.Quaternion> _ValueHandler_Quaternion = null;
    33.             FlowCanvas.ValueHandler<UnityEngine.Keyframe> _ValueHandler_Keyframe = null;
    34.             FlowCanvas.ValueHandler<UnityEngine.Bounds> _ValueHandler_Bounds = null;
    35.             FlowCanvas.ValueHandler<UnityEngine.Color> _ValueHandler_Color = null;
    36.             FlowCanvas.ValueHandler<UnityEngine.Rect> _ValueHandler_Rect = null;
    37.             FlowCanvas.ValueHandler<UnityEngine.ContactPoint> _ValueHandler_ContactPoint = null;
    38.             FlowCanvas.ValueHandler<UnityEngine.ContactPoint2D> _ValueHandler_ContactPoint2D = null;
    39.             FlowCanvas.ValueHandler<UnityEngine.Collision> _ValueHandler_Collision = null;
    40.             FlowCanvas.ValueHandler<UnityEngine.Collision2D> _ValueHandler_Collision2D = null;
    41.             FlowCanvas.ValueHandler<UnityEngine.LayerMask> _ValueHandler_LayerMask = null;
    42.         }
    43.  
    44.         class FlowCanvas_ValueInput_Boolean : FlowCanvas.ValueInput<System.Boolean>{}
    45.         class FlowCanvas_ValueInput_Single : FlowCanvas.ValueInput<System.Single>{}
    46.         class FlowCanvas_ValueInput_Int32 : FlowCanvas.ValueInput<System.Int32>{}
    47.         class FlowCanvas_ValueInput_Vector2 : FlowCanvas.ValueInput<UnityEngine.Vector2>{}
    48.         class FlowCanvas_ValueInput_Vector3 : FlowCanvas.ValueInput<UnityEngine.Vector3>{}
    49.         class FlowCanvas_ValueInput_Vector4 : FlowCanvas.ValueInput<UnityEngine.Vector4>{}
    50.         class FlowCanvas_ValueInput_Quaternion : FlowCanvas.ValueInput<UnityEngine.Quaternion>{}
    51.         class FlowCanvas_ValueInput_Keyframe : FlowCanvas.ValueInput<UnityEngine.Keyframe>{}
    52.         class FlowCanvas_ValueInput_Bounds : FlowCanvas.ValueInput<UnityEngine.Bounds>{}
    53.         class FlowCanvas_ValueInput_Color : FlowCanvas.ValueInput<UnityEngine.Color>{}
    54.         class FlowCanvas_ValueInput_Rect : FlowCanvas.ValueInput<UnityEngine.Rect>{}
    55.         class FlowCanvas_ValueInput_ContactPoint : FlowCanvas.ValueInput<UnityEngine.ContactPoint>{}
    56.         class FlowCanvas_ValueInput_ContactPoint2D : FlowCanvas.ValueInput<UnityEngine.ContactPoint2D>{}
    57.         class FlowCanvas_ValueInput_Collision : FlowCanvas.ValueInput<UnityEngine.Collision>{}
    58.         class FlowCanvas_ValueInput_Collision2D : FlowCanvas.ValueInput<UnityEngine.Collision2D>{}
    59.         class FlowCanvas_ValueInput_LayerMask : FlowCanvas.ValueInput<UnityEngine.LayerMask>{}
    60.  
    61.         class FlowCanvas_ValueOutput_Boolean : FlowCanvas.ValueOutput<System.Boolean>{}
    62.         class FlowCanvas_ValueOutput_Single : FlowCanvas.ValueOutput<System.Single>{}
    63.         class FlowCanvas_ValueOutput_Int32 : FlowCanvas.ValueOutput<System.Int32>{}
    64.         class FlowCanvas_ValueOutput_Vector2 : FlowCanvas.ValueOutput<UnityEngine.Vector2>{}
    65.         class FlowCanvas_ValueOutput_Vector3 : FlowCanvas.ValueOutput<UnityEngine.Vector3>{}
    66.         class FlowCanvas_ValueOutput_Vector4 : FlowCanvas.ValueOutput<UnityEngine.Vector4>{}
    67.         class FlowCanvas_ValueOutput_Quaternion : FlowCanvas.ValueOutput<UnityEngine.Quaternion>{}
    68.         class FlowCanvas_ValueOutput_Keyframe : FlowCanvas.ValueOutput<UnityEngine.Keyframe>{}
    69.         class FlowCanvas_ValueOutput_Bounds : FlowCanvas.ValueOutput<UnityEngine.Bounds>{}
    70.         class FlowCanvas_ValueOutput_Color : FlowCanvas.ValueOutput<UnityEngine.Color>{}
    71.         class FlowCanvas_ValueOutput_Rect : FlowCanvas.ValueOutput<UnityEngine.Rect>{}
    72.         class FlowCanvas_ValueOutput_ContactPoint : FlowCanvas.ValueOutput<UnityEngine.ContactPoint>{}
    73.         class FlowCanvas_ValueOutput_ContactPoint2D : FlowCanvas.ValueOutput<UnityEngine.ContactPoint2D>{}
    74.         class FlowCanvas_ValueOutput_Collision : FlowCanvas.ValueOutput<UnityEngine.Collision>{}
    75.         class FlowCanvas_ValueOutput_Collision2D : FlowCanvas.ValueOutput<UnityEngine.Collision2D>{}
    76.         class FlowCanvas_ValueOutput_LayerMask : FlowCanvas.ValueOutput<UnityEngine.LayerMask>{}
    77.  
    78.         class FlowCanvas_Nodes_AddListItem_Boolean : FlowCanvas.Nodes.AddListItem<System.Boolean>{}
    79.         class FlowCanvas_Nodes_AddListItem_Single : FlowCanvas.Nodes.AddListItem<System.Single>{}
    80.         class FlowCanvas_Nodes_AddListItem_Int32 : FlowCanvas.Nodes.AddListItem<System.Int32>{}
    81.         class FlowCanvas_Nodes_AddListItem_Vector2 : FlowCanvas.Nodes.AddListItem<UnityEngine.Vector2>{}
    82.         class FlowCanvas_Nodes_AddListItem_Vector3 : FlowCanvas.Nodes.AddListItem<UnityEngine.Vector3>{}
    83.         class FlowCanvas_Nodes_AddListItem_Vector4 : FlowCanvas.Nodes.AddListItem<UnityEngine.Vector4>{}
    84.         class FlowCanvas_Nodes_AddListItem_Quaternion : FlowCanvas.Nodes.AddListItem<UnityEngine.Quaternion>{}
    85.         class FlowCanvas_Nodes_AddListItem_Keyframe : FlowCanvas.Nodes.AddListItem<UnityEngine.Keyframe>{}
    86.         class FlowCanvas_Nodes_AddListItem_Bounds : FlowCanvas.Nodes.AddListItem<UnityEngine.Bounds>{}
    87.         class FlowCanvas_Nodes_AddListItem_Color : FlowCanvas.Nodes.AddListItem<UnityEngine.Color>{}
    88.         class FlowCanvas_Nodes_AddListItem_Rect : FlowCanvas.Nodes.AddListItem<UnityEngine.Rect>{}
    89.         class FlowCanvas_Nodes_AddListItem_ContactPoint : FlowCanvas.Nodes.AddListItem<UnityEngine.ContactPoint>{}
    90.         class FlowCanvas_Nodes_AddListItem_ContactPoint2D : FlowCanvas.Nodes.AddListItem<UnityEngine.ContactPoint2D>{}
    91.         class FlowCanvas_Nodes_AddListItem_Collision : FlowCanvas.Nodes.AddListItem<UnityEngine.Collision>{}
    92.         class FlowCanvas_Nodes_AddListItem_Collision2D : FlowCanvas.Nodes.AddListItem<UnityEngine.Collision2D>{}
    93.         class FlowCanvas_Nodes_AddListItem_LayerMask : FlowCanvas.Nodes.AddListItem<UnityEngine.LayerMask>{}
    94.  
    95.         class FlowCanvas_Nodes_Cache_Boolean : FlowCanvas.Nodes.Cache<System.Boolean>{}
    96.         class FlowCanvas_Nodes_Cache_Single : FlowCanvas.Nodes.Cache<System.Single>{}
    97.         class FlowCanvas_Nodes_Cache_Int32 : FlowCanvas.Nodes.Cache<System.Int32>{}
    98.         class FlowCanvas_Nodes_Cache_Vector2 : FlowCanvas.Nodes.Cache<UnityEngine.Vector2>{}
    99.         class FlowCanvas_Nodes_Cache_Vector3 : FlowCanvas.Nodes.Cache<UnityEngine.Vector3>{}
    100.         class FlowCanvas_Nodes_Cache_Vector4 : FlowCanvas.Nodes.Cache<UnityEngine.Vector4>{}
    101.         class FlowCanvas_Nodes_Cache_Quaternion : FlowCanvas.Nodes.Cache<UnityEngine.Quaternion>{}
    102.         class FlowCanvas_Nodes_Cache_Keyframe : FlowCanvas.Nodes.Cache<UnityEngine.Keyframe>{}
    103.         class FlowCanvas_Nodes_Cache_Bounds : FlowCanvas.Nodes.Cache<UnityEngine.Bounds>{}
    104.         class FlowCanvas_Nodes_Cache_Color : FlowCanvas.Nodes.Cache<UnityEngine.Color>{}
    105.         class FlowCanvas_Nodes_Cache_Rect : FlowCanvas.Nodes.Cache<UnityEngine.Rect>{}
    106.         class FlowCanvas_Nodes_Cache_ContactPoint : FlowCanvas.Nodes.Cache<UnityEngine.ContactPoint>{}
    107.         class FlowCanvas_Nodes_Cache_ContactPoint2D : FlowCanvas.Nodes.Cache<UnityEngine.ContactPoint2D>{}
    108.         class FlowCanvas_Nodes_Cache_Collision : FlowCanvas.Nodes.Cache<UnityEngine.Collision>{}
    109.         class FlowCanvas_Nodes_Cache_Collision2D : FlowCanvas.Nodes.Cache<UnityEngine.Collision2D>{}
    110.         class FlowCanvas_Nodes_Cache_LayerMask : FlowCanvas.Nodes.Cache<UnityEngine.LayerMask>{}
    111.  
    112.         class FlowCanvas_Nodes_CastTo_Boolean : FlowCanvas.Nodes.CastTo<System.Boolean>{}
    113.         class FlowCanvas_Nodes_CastTo_Single : FlowCanvas.Nodes.CastTo<System.Single>{}
    114.         class FlowCanvas_Nodes_CastTo_Int32 : FlowCanvas.Nodes.CastTo<System.Int32>{}
    115.         class FlowCanvas_Nodes_CastTo_Vector2 : FlowCanvas.Nodes.CastTo<UnityEngine.Vector2>{}
    116.         class FlowCanvas_Nodes_CastTo_Vector3 : FlowCanvas.Nodes.CastTo<UnityEngine.Vector3>{}
    117.         class FlowCanvas_Nodes_CastTo_Vector4 : FlowCanvas.Nodes.CastTo<UnityEngine.Vector4>{}
    118.         class FlowCanvas_Nodes_CastTo_Quaternion : FlowCanvas.Nodes.CastTo<UnityEngine.Quaternion>{}
    119.         class FlowCanvas_Nodes_CastTo_Keyframe : FlowCanvas.Nodes.CastTo<UnityEngine.Keyframe>{}
    120.         class FlowCanvas_Nodes_CastTo_Bounds : FlowCanvas.Nodes.CastTo<UnityEngine.Bounds>{}
    121.         class FlowCanvas_Nodes_CastTo_Color : FlowCanvas.Nodes.CastTo<UnityEngine.Color>{}
    122.         class FlowCanvas_Nodes_CastTo_Rect : FlowCanvas.Nodes.CastTo<UnityEngine.Rect>{}
    123.         class FlowCanvas_Nodes_CastTo_ContactPoint : FlowCanvas.Nodes.CastTo<UnityEngine.ContactPoint>{}
    124.         class FlowCanvas_Nodes_CastTo_ContactPoint2D : FlowCanvas.Nodes.CastTo<UnityEngine.ContactPoint2D>{}
    125.         class FlowCanvas_Nodes_CastTo_Collision : FlowCanvas.Nodes.CastTo<UnityEngine.Collision>{}
    126.         class FlowCanvas_Nodes_CastTo_Collision2D : FlowCanvas.Nodes.CastTo<UnityEngine.Collision2D>{}
    127.         class FlowCanvas_Nodes_CastTo_LayerMask : FlowCanvas.Nodes.CastTo<UnityEngine.LayerMask>{}
    128.  
    129.         class FlowCanvas_Nodes_CodeEvent_Boolean : FlowCanvas.Nodes.CodeEvent<System.Boolean>{}
    130.         class FlowCanvas_Nodes_CodeEvent_Single : FlowCanvas.Nodes.CodeEvent<System.Single>{}
    131.         class FlowCanvas_Nodes_CodeEvent_Int32 : FlowCanvas.Nodes.CodeEvent<System.Int32>{}
    132.         class FlowCanvas_Nodes_CodeEvent_Vector2 : FlowCanvas.Nodes.CodeEvent<UnityEngine.Vector2>{}
    133.         class FlowCanvas_Nodes_CodeEvent_Vector3 : FlowCanvas.Nodes.CodeEvent<UnityEngine.Vector3>{}
    134.         class FlowCanvas_Nodes_CodeEvent_Vector4 : FlowCanvas.Nodes.CodeEvent<UnityEngine.Vector4>{}
    135.         class FlowCanvas_Nodes_CodeEvent_Quaternion : FlowCanvas.Nodes.CodeEvent<UnityEngine.Quaternion>{}
    136.         class FlowCanvas_Nodes_CodeEvent_Keyframe : FlowCanvas.Nodes.CodeEvent<UnityEngine.Keyframe>{}
    137.         class FlowCanvas_Nodes_CodeEvent_Bounds : FlowCanvas.Nodes.CodeEvent<UnityEngine.Bounds>{}
    138.         class FlowCanvas_Nodes_CodeEvent_Color : FlowCanvas.Nodes.CodeEvent<UnityEngine.Color>{}
    139.         class FlowCanvas_Nodes_CodeEvent_Rect : FlowCanvas.Nodes.CodeEvent<UnityEngine.Rect>{}
    140.         class FlowCanvas_Nodes_CodeEvent_ContactPoint : FlowCanvas.Nodes.CodeEvent<UnityEngine.ContactPoint>{}
    141.         class FlowCanvas_Nodes_CodeEvent_ContactPoint2D : FlowCanvas.Nodes.CodeEvent<UnityEngine.ContactPoint2D>{}
    142.         class FlowCanvas_Nodes_CodeEvent_Collision : FlowCanvas.Nodes.CodeEvent<UnityEngine.Collision>{}
    143.         class FlowCanvas_Nodes_CodeEvent_Collision2D : FlowCanvas.Nodes.CodeEvent<UnityEngine.Collision2D>{}
    144.         class FlowCanvas_Nodes_CodeEvent_LayerMask : FlowCanvas.Nodes.CodeEvent<UnityEngine.LayerMask>{}
    145.  
    146.         class FlowCanvas_Nodes_CreateCollection_Boolean : FlowCanvas.Nodes.CreateCollection<System.Boolean>{}
    147.         class FlowCanvas_Nodes_CreateCollection_Single : FlowCanvas.Nodes.CreateCollection<System.Single>{}
    148.         class FlowCanvas_Nodes_CreateCollection_Int32 : FlowCanvas.Nodes.CreateCollection<System.Int32>{}
    149.         class FlowCanvas_Nodes_CreateCollection_Vector2 : FlowCanvas.Nodes.CreateCollection<UnityEngine.Vector2>{}
    150.         class FlowCanvas_Nodes_CreateCollection_Vector3 : FlowCanvas.Nodes.CreateCollection<UnityEngine.Vector3>{}
    151.         class FlowCanvas_Nodes_CreateCollection_Vector4 : FlowCanvas.Nodes.CreateCollection<UnityEngine.Vector4>{}
    152.         class FlowCanvas_Nodes_CreateCollection_Quaternion : FlowCanvas.Nodes.CreateCollection<UnityEngine.Quaternion>{}
    153.         class FlowCanvas_Nodes_CreateCollection_Keyframe : FlowCanvas.Nodes.CreateCollection<UnityEngine.Keyframe>{}
    154.         class FlowCanvas_Nodes_CreateCollection_Bounds : FlowCanvas.Nodes.CreateCollection<UnityEngine.Bounds>{}
    155.         class FlowCanvas_Nodes_CreateCollection_Color : FlowCanvas.Nodes.CreateCollection<UnityEngine.Color>{}
    156.         class FlowCanvas_Nodes_CreateCollection_Rect : FlowCanvas.Nodes.CreateCollection<UnityEngine.Rect>{}
    157.         class FlowCanvas_Nodes_CreateCollection_ContactPoint : FlowCanvas.Nodes.CreateCollection<UnityEngine.ContactPoint>{}
    158.         class FlowCanvas_Nodes_CreateCollection_ContactPoint2D : FlowCanvas.Nodes.CreateCollection<UnityEngine.ContactPoint2D>{}
    159.         class FlowCanvas_Nodes_CreateCollection_Collision : FlowCanvas.Nodes.CreateCollection<UnityEngine.Collision>{}
    160.         class FlowCanvas_Nodes_CreateCollection_Collision2D : FlowCanvas.Nodes.CreateCollection<UnityEngine.Collision2D>{}
    161.         class FlowCanvas_Nodes_CreateCollection_LayerMask : FlowCanvas.Nodes.CreateCollection<UnityEngine.LayerMask>{}
    162.  
    163.         class FlowCanvas_Nodes_CustomEvent_Boolean : FlowCanvas.Nodes.CustomEvent<System.Boolean>{}
    164.         class FlowCanvas_Nodes_CustomEvent_Single : FlowCanvas.Nodes.CustomEvent<System.Single>{}
    165.         class FlowCanvas_Nodes_CustomEvent_Int32 : FlowCanvas.Nodes.CustomEvent<System.Int32>{}
    166.         class FlowCanvas_Nodes_CustomEvent_Vector2 : FlowCanvas.Nodes.CustomEvent<UnityEngine.Vector2>{}
    167.         class FlowCanvas_Nodes_CustomEvent_Vector3 : FlowCanvas.Nodes.CustomEvent<UnityEngine.Vector3>{}
    168.         class FlowCanvas_Nodes_CustomEvent_Vector4 : FlowCanvas.Nodes.CustomEvent<UnityEngine.Vector4>{}
    169.         class FlowCanvas_Nodes_CustomEvent_Quaternion : FlowCanvas.Nodes.CustomEvent<UnityEngine.Quaternion>{}
    170.         class FlowCanvas_Nodes_CustomEvent_Keyframe : FlowCanvas.Nodes.CustomEvent<UnityEngine.Keyframe>{}
    171.         class FlowCanvas_Nodes_CustomEvent_Bounds : FlowCanvas.Nodes.CustomEvent<UnityEngine.Bounds>{}
    172.         class FlowCanvas_Nodes_CustomEvent_Color : FlowCanvas.Nodes.CustomEvent<UnityEngine.Color>{}
    173.         class FlowCanvas_Nodes_CustomEvent_Rect : FlowCanvas.Nodes.CustomEvent<UnityEngine.Rect>{}
    174.         class FlowCanvas_Nodes_CustomEvent_ContactPoint : FlowCanvas.Nodes.CustomEvent<UnityEngine.ContactPoint>{}
    175.         class FlowCanvas_Nodes_CustomEvent_ContactPoint2D : FlowCanvas.Nodes.CustomEvent<UnityEngine.ContactPoint2D>{}
    176.         class FlowCanvas_Nodes_CustomEvent_Collision : FlowCanvas.Nodes.CustomEvent<UnityEngine.Collision>{}
    177.         class FlowCanvas_Nodes_CustomEvent_Collision2D : FlowCanvas.Nodes.CustomEvent<UnityEngine.Collision2D>{}
    178.         class FlowCanvas_Nodes_CustomEvent_LayerMask : FlowCanvas.Nodes.CustomEvent<UnityEngine.LayerMask>{}
    179.  
    180.         class FlowCanvas_Nodes_ForEach_Boolean : FlowCanvas.Nodes.ForEach<System.Boolean>{}
    181.         class FlowCanvas_Nodes_ForEach_Single : FlowCanvas.Nodes.ForEach<System.Single>{}
    182.         class FlowCanvas_Nodes_ForEach_Int32 : FlowCanvas.Nodes.ForEach<System.Int32>{}
    183.         class FlowCanvas_Nodes_ForEach_Vector2 : FlowCanvas.Nodes.ForEach<UnityEngine.Vector2>{}
    184.         class FlowCanvas_Nodes_ForEach_Vector3 : FlowCanvas.Nodes.ForEach<UnityEngine.Vector3>{}
    185.         class FlowCanvas_Nodes_ForEach_Vector4 : FlowCanvas.Nodes.ForEach<UnityEngine.Vector4>{}
    186.         class FlowCanvas_Nodes_ForEach_Quaternion : FlowCanvas.Nodes.ForEach<UnityEngine.Quaternion>{}
    187.         class FlowCanvas_Nodes_ForEach_Keyframe : FlowCanvas.Nodes.ForEach<UnityEngine.Keyframe>{}
    188.         class FlowCanvas_Nodes_ForEach_Bounds : FlowCanvas.Nodes.ForEach<UnityEngine.Bounds>{}
    189.         class FlowCanvas_Nodes_ForEach_Color : FlowCanvas.Nodes.ForEach<UnityEngine.Color>{}
    190.         class FlowCanvas_Nodes_ForEach_Rect : FlowCanvas.Nodes.ForEach<UnityEngine.Rect>{}
    191.         class FlowCanvas_Nodes_ForEach_ContactPoint : FlowCanvas.Nodes.ForEach<UnityEngine.ContactPoint>{}
    192.         class FlowCanvas_Nodes_ForEach_ContactPoint2D : FlowCanvas.Nodes.ForEach<UnityEngine.ContactPoint2D>{}
    193.         class FlowCanvas_Nodes_ForEach_Collision : FlowCanvas.Nodes.ForEach<UnityEngine.Collision>{}
    194.         class FlowCanvas_Nodes_ForEach_Collision2D : FlowCanvas.Nodes.ForEach<UnityEngine.Collision2D>{}
    195.         class FlowCanvas_Nodes_ForEach_LayerMask : FlowCanvas.Nodes.ForEach<UnityEngine.LayerMask>{}
    196.  
    197.         class FlowCanvas_Nodes_GetFirstListItem_Boolean : FlowCanvas.Nodes.GetFirstListItem<System.Boolean>{}
    198.         class FlowCanvas_Nodes_GetFirstListItem_Single : FlowCanvas.Nodes.GetFirstListItem<System.Single>{}
    199.         class FlowCanvas_Nodes_GetFirstListItem_Int32 : FlowCanvas.Nodes.GetFirstListItem<System.Int32>{}
    200.         class FlowCanvas_Nodes_GetFirstListItem_Vector2 : FlowCanvas.Nodes.GetFirstListItem<UnityEngine.Vector2>{}
    201.         class FlowCanvas_Nodes_GetFirstListItem_Vector3 : FlowCanvas.Nodes.GetFirstListItem<UnityEngine.Vector3>{}
    202.         class FlowCanvas_Nodes_GetFirstListItem_Vector4 : FlowCanvas.Nodes.GetFirstListItem<UnityEngine.Vector4>{}
    203.         class FlowCanvas_Nodes_GetFirstListItem_Quaternion : FlowCanvas.Nodes.GetFirstListItem<UnityEngine.Quaternion>{}
    204.         class FlowCanvas_Nodes_GetFirstListItem_Keyframe : FlowCanvas.Nodes.GetFirstListItem<UnityEngine.Keyframe>{}
    205.         class FlowCanvas_Nodes_GetFirstListItem_Bounds : FlowCanvas.Nodes.GetFirstListItem<UnityEngine.Bounds>{}
    206.         class FlowCanvas_Nodes_GetFirstListItem_Color : FlowCanvas.Nodes.GetFirstListItem<UnityEngine.Color>{}
    207.         class FlowCanvas_Nodes_GetFirstListItem_Rect : FlowCanvas.Nodes.GetFirstListItem<UnityEngine.Rect>{}
    208.         class FlowCanvas_Nodes_GetFirstListItem_ContactPoint : FlowCanvas.Nodes.GetFirstListItem<UnityEngine.ContactPoint>{}
    209.         class FlowCanvas_Nodes_GetFirstListItem_ContactPoint2D : FlowCanvas.Nodes.GetFirstListItem<UnityEngine.ContactPoint2D>{}
    210.         class FlowCanvas_Nodes_GetFirstListItem_Collision : FlowCanvas.Nodes.GetFirstListItem<UnityEngine.Collision>{}
    211.         class FlowCanvas_Nodes_GetFirstListItem_Collision2D : FlowCanvas.Nodes.GetFirstListItem<UnityEngine.Collision2D>{}
    212.         class FlowCanvas_Nodes_GetFirstListItem_LayerMask : FlowCanvas.Nodes.GetFirstListItem<UnityEngine.LayerMask>{}
    213.  
    214.         class FlowCanvas_Nodes_GetLastListItem_Boolean : FlowCanvas.Nodes.GetLastListItem<System.Boolean>{}
    215.         class FlowCanvas_Nodes_GetLastListItem_Single : FlowCanvas.Nodes.GetLastListItem<System.Single>{}
    216.         class FlowCanvas_Nodes_GetLastListItem_Int32 : FlowCanvas.Nodes.GetLastListItem<System.Int32>{}
    217.         class FlowCanvas_Nodes_GetLastListItem_Vector2 : FlowCanvas.Nodes.GetLastListItem<UnityEngine.Vector2>{}
    218.         class FlowCanvas_Nodes_GetLastListItem_Vector3 : FlowCanvas.Nodes.GetLastListItem<UnityEngine.Vector3>{}
    219.         class FlowCanvas_Nodes_GetLastListItem_Vector4 : FlowCanvas.Nodes.GetLastListItem<UnityEngine.Vector4>{}
    220.         class FlowCanvas_Nodes_GetLastListItem_Quaternion : FlowCanvas.Nodes.GetLastListItem<UnityEngine.Quaternion>{}
    221.         class FlowCanvas_Nodes_GetLastListItem_Keyframe : FlowCanvas.Nodes.GetLastListItem<UnityEngine.Keyframe>{}
    222.         class FlowCanvas_Nodes_GetLastListItem_Bounds : FlowCanvas.Nodes.GetLastListItem<UnityEngine.Bounds>{}
    223.         class FlowCanvas_Nodes_GetLastListItem_Color : FlowCanvas.Nodes.GetLastListItem<UnityEngine.Color>{}
    224.         class FlowCanvas_Nodes_GetLastListItem_Rect : FlowCanvas.Nodes.GetLastListItem<UnityEngine.Rect>{}
    225.         class FlowCanvas_Nodes_GetLastListItem_ContactPoint : FlowCanvas.Nodes.GetLastListItem<UnityEngine.ContactPoint>{}
    226.         class FlowCanvas_Nodes_GetLastListItem_ContactPoint2D : FlowCanvas.Nodes.GetLastListItem<UnityEngine.ContactPoint2D>{}
    227.         class FlowCanvas_Nodes_GetLastListItem_Collision : FlowCanvas.Nodes.GetLastListItem<UnityEngine.Collision>{}
    228.         class FlowCanvas_Nodes_GetLastListItem_Collision2D : FlowCanvas.Nodes.GetLastListItem<UnityEngine.Collision2D>{}
    229.         class FlowCanvas_Nodes_GetLastListItem_LayerMask : FlowCanvas.Nodes.GetLastListItem<UnityEngine.LayerMask>{}
    230.  
    231.         class FlowCanvas_Nodes_GetListItem_Boolean : FlowCanvas.Nodes.GetListItem<System.Boolean>{}
    232.         class FlowCanvas_Nodes_GetListItem_Single : FlowCanvas.Nodes.GetListItem<System.Single>{}
    233.         class FlowCanvas_Nodes_GetListItem_Int32 : FlowCanvas.Nodes.GetListItem<System.Int32>{}
    234.         class FlowCanvas_Nodes_GetListItem_Vector2 : FlowCanvas.Nodes.GetListItem<UnityEngine.Vector2>{}
    235.         class FlowCanvas_Nodes_GetListItem_Vector3 : FlowCanvas.Nodes.GetListItem<UnityEngine.Vector3>{}
    236.         class FlowCanvas_Nodes_GetListItem_Vector4 : FlowCanvas.Nodes.GetListItem<UnityEngine.Vector4>{}
    237.         class FlowCanvas_Nodes_GetListItem_Quaternion : FlowCanvas.Nodes.GetListItem<UnityEngine.Quaternion>{}
    238.         class FlowCanvas_Nodes_GetListItem_Keyframe : FlowCanvas.Nodes.GetListItem<UnityEngine.Keyframe>{}
    239.         class FlowCanvas_Nodes_GetListItem_Bounds : FlowCanvas.Nodes.GetListItem<UnityEngine.Bounds>{}
    240.         class FlowCanvas_Nodes_GetListItem_Color : FlowCanvas.Nodes.GetListItem<UnityEngine.Color>{}
    241.         class FlowCanvas_Nodes_GetListItem_Rect : FlowCanvas.Nodes.GetListItem<UnityEngine.Rect>{}
    242.         class FlowCanvas_Nodes_GetListItem_ContactPoint : FlowCanvas.Nodes.GetListItem<UnityEngine.ContactPoint>{}
    243.         class FlowCanvas_Nodes_GetListItem_ContactPoint2D : FlowCanvas.Nodes.GetListItem<UnityEngine.ContactPoint2D>{}
    244.         class FlowCanvas_Nodes_GetListItem_Collision : FlowCanvas.Nodes.GetListItem<UnityEngine.Collision>{}
    245.         class FlowCanvas_Nodes_GetListItem_Collision2D : FlowCanvas.Nodes.GetListItem<UnityEngine.Collision2D>{}
    246.         class FlowCanvas_Nodes_GetListItem_LayerMask : FlowCanvas.Nodes.GetListItem<UnityEngine.LayerMask>{}
    247.  
    248.         class FlowCanvas_Nodes_GetOtherVariable_Boolean : FlowCanvas.Nodes.GetOtherVariable<System.Boolean>{}
    249.         class FlowCanvas_Nodes_GetOtherVariable_Single : FlowCanvas.Nodes.GetOtherVariable<System.Single>{}
    250.         class FlowCanvas_Nodes_GetOtherVariable_Int32 : FlowCanvas.Nodes.GetOtherVariable<System.Int32>{}
    251.         class FlowCanvas_Nodes_GetOtherVariable_Vector2 : FlowCanvas.Nodes.GetOtherVariable<UnityEngine.Vector2>{}
    252.         class FlowCanvas_Nodes_GetOtherVariable_Vector3 : FlowCanvas.Nodes.GetOtherVariable<UnityEngine.Vector3>{}
    253.         class FlowCanvas_Nodes_GetOtherVariable_Vector4 : FlowCanvas.Nodes.GetOtherVariable<UnityEngine.Vector4>{}
    254.         class FlowCanvas_Nodes_GetOtherVariable_Quaternion : FlowCanvas.Nodes.GetOtherVariable<UnityEngine.Quaternion>{}
    255.         class FlowCanvas_Nodes_GetOtherVariable_Keyframe : FlowCanvas.Nodes.GetOtherVariable<UnityEngine.Keyframe>{}
    256.         class FlowCanvas_Nodes_GetOtherVariable_Bounds : FlowCanvas.Nodes.GetOtherVariable<UnityEngine.Bounds>{}
    257.         class FlowCanvas_Nodes_GetOtherVariable_Color : FlowCanvas.Nodes.GetOtherVariable<UnityEngine.Color>{}
    258.         class FlowCanvas_Nodes_GetOtherVariable_Rect : FlowCanvas.Nodes.GetOtherVariable<UnityEngine.Rect>{}
    259.         class FlowCanvas_Nodes_GetOtherVariable_ContactPoint : FlowCanvas.Nodes.GetOtherVariable<UnityEngine.ContactPoint>{}
    260.         class FlowCanvas_Nodes_GetOtherVariable_ContactPoint2D : FlowCanvas.Nodes.GetOtherVariable<UnityEngine.ContactPoint2D>{}
    261.         class FlowCanvas_Nodes_GetOtherVariable_Collision : FlowCanvas.Nodes.GetOtherVariable<UnityEngine.Collision>{}
    262.         class FlowCanvas_Nodes_GetOtherVariable_Collision2D : FlowCanvas.Nodes.GetOtherVariable<UnityEngine.Collision2D>{}
    263.         class FlowCanvas_Nodes_GetOtherVariable_LayerMask : FlowCanvas.Nodes.GetOtherVariable<UnityEngine.LayerMask>{}
    264.  
    265.         class FlowCanvas_Nodes_GetRandomListItem_Boolean : FlowCanvas.Nodes.GetRandomListItem<System.Boolean>{}
    266.         class FlowCanvas_Nodes_GetRandomListItem_Single : FlowCanvas.Nodes.GetRandomListItem<System.Single>{}
    267.         class FlowCanvas_Nodes_GetRandomListItem_Int32 : FlowCanvas.Nodes.GetRandomListItem<System.Int32>{}
    268.         class FlowCanvas_Nodes_GetRandomListItem_Vector2 : FlowCanvas.Nodes.GetRandomListItem<UnityEngine.Vector2>{}
    269.         class FlowCanvas_Nodes_GetRandomListItem_Vector3 : FlowCanvas.Nodes.GetRandomListItem<UnityEngine.Vector3>{}
    270.         class FlowCanvas_Nodes_GetRandomListItem_Vector4 : FlowCanvas.Nodes.GetRandomListItem<UnityEngine.Vector4>{}
    271.         class FlowCanvas_Nodes_GetRandomListItem_Quaternion : FlowCanvas.Nodes.GetRandomListItem<UnityEngine.Quaternion>{}
    272.         class FlowCanvas_Nodes_GetRandomListItem_Keyframe : FlowCanvas.Nodes.GetRandomListItem<UnityEngine.Keyframe>{}
    273.         class FlowCanvas_Nodes_GetRandomListItem_Bounds : FlowCanvas.Nodes.GetRandomListItem<UnityEngine.Bounds>{}
    274.         class FlowCanvas_Nodes_GetRandomListItem_Color : FlowCanvas.Nodes.GetRandomListItem<UnityEngine.Color>{}
    275.         class FlowCanvas_Nodes_GetRandomListItem_Rect : FlowCanvas.Nodes.GetRandomListItem<UnityEngine.Rect>{}
    276.         class FlowCanvas_Nodes_GetRandomListItem_ContactPoint : FlowCanvas.Nodes.GetRandomListItem<UnityEngine.ContactPoint>{}
    277.         class FlowCanvas_Nodes_GetRandomListItem_ContactPoint2D : FlowCanvas.Nodes.GetRandomListItem<UnityEngine.ContactPoint2D>{}
    278.         class FlowCanvas_Nodes_GetRandomListItem_Collision : FlowCanvas.Nodes.GetRandomListItem<UnityEngine.Collision>{}
    279.         class FlowCanvas_Nodes_GetRandomListItem_Collision2D : FlowCanvas.Nodes.GetRandomListItem<UnityEngine.Collision2D>{}
    280.         class FlowCanvas_Nodes_GetRandomListItem_LayerMask : FlowCanvas.Nodes.GetRandomListItem<UnityEngine.LayerMask>{}
    281.  
    282.         class FlowCanvas_Nodes_GetVariable_Boolean : FlowCanvas.Nodes.GetVariable<System.Boolean>{}
    283.         class FlowCanvas_Nodes_GetVariable_Single : FlowCanvas.Nodes.GetVariable<System.Single>{}
    284.         class FlowCanvas_Nodes_GetVariable_Int32 : FlowCanvas.Nodes.GetVariable<System.Int32>{}
    285.         class FlowCanvas_Nodes_GetVariable_Vector2 : FlowCanvas.Nodes.GetVariable<UnityEngine.Vector2>{}
    286.         class FlowCanvas_Nodes_GetVariable_Vector3 : FlowCanvas.Nodes.GetVariable<UnityEngine.Vector3>{}
    287.         class FlowCanvas_Nodes_GetVariable_Vector4 : FlowCanvas.Nodes.GetVariable<UnityEngine.Vector4>{}
    288.         class FlowCanvas_Nodes_GetVariable_Quaternion : FlowCanvas.Nodes.GetVariable<UnityEngine.Quaternion>{}
    289.         class FlowCanvas_Nodes_GetVariable_Keyframe : FlowCanvas.Nodes.GetVariable<UnityEngine.Keyframe>{}
    290.         class FlowCanvas_Nodes_GetVariable_Bounds : FlowCanvas.Nodes.GetVariable<UnityEngine.Bounds>{}
    291.         class FlowCanvas_Nodes_GetVariable_Color : FlowCanvas.Nodes.GetVariable<UnityEngine.Color>{}
    292.         class FlowCanvas_Nodes_GetVariable_Rect : FlowCanvas.Nodes.GetVariable<UnityEngine.Rect>{}
    293.         class FlowCanvas_Nodes_GetVariable_ContactPoint : FlowCanvas.Nodes.GetVariable<UnityEngine.ContactPoint>{}
    294.         class FlowCanvas_Nodes_GetVariable_ContactPoint2D : FlowCanvas.Nodes.GetVariable<UnityEngine.ContactPoint2D>{}
    295.         class FlowCanvas_Nodes_GetVariable_Collision : FlowCanvas.Nodes.GetVariable<UnityEngine.Collision>{}
    296.         class FlowCanvas_Nodes_GetVariable_Collision2D : FlowCanvas.Nodes.GetVariable<UnityEngine.Collision2D>{}
    297.         class FlowCanvas_Nodes_GetVariable_LayerMask : FlowCanvas.Nodes.GetVariable<UnityEngine.LayerMask>{}
    298.  
    299.         class FlowCanvas_Nodes_Identity_Boolean : FlowCanvas.Nodes.Identity<System.Boolean>{}
    300.         class FlowCanvas_Nodes_Identity_Single : FlowCanvas.Nodes.Identity<System.Single>{}
    301.         class FlowCanvas_Nodes_Identity_Int32 : FlowCanvas.Nodes.Identity<System.Int32>{}
    302.         class FlowCanvas_Nodes_Identity_Vector2 : FlowCanvas.Nodes.Identity<UnityEngine.Vector2>{}
    303.         class FlowCanvas_Nodes_Identity_Vector3 : FlowCanvas.Nodes.Identity<UnityEngine.Vector3>{}
    304.         class FlowCanvas_Nodes_Identity_Vector4 : FlowCanvas.Nodes.Identity<UnityEngine.Vector4>{}
    305.         class FlowCanvas_Nodes_Identity_Quaternion : FlowCanvas.Nodes.Identity<UnityEngine.Quaternion>{}
    306.         class FlowCanvas_Nodes_Identity_Keyframe : FlowCanvas.Nodes.Identity<UnityEngine.Keyframe>{}
    307.         class FlowCanvas_Nodes_Identity_Bounds : FlowCanvas.Nodes.Identity<UnityEngine.Bounds>{}
    308.         class FlowCanvas_Nodes_Identity_Color : FlowCanvas.Nodes.Identity<UnityEngine.Color>{}
    309.         class FlowCanvas_Nodes_Identity_Rect : FlowCanvas.Nodes.Identity<UnityEngine.Rect>{}
    310.         class FlowCanvas_Nodes_Identity_ContactPoint : FlowCanvas.Nodes.Identity<UnityEngine.ContactPoint>{}
    311.         class FlowCanvas_Nodes_Identity_ContactPoint2D : FlowCanvas.Nodes.Identity<UnityEngine.ContactPoint2D>{}
    312.         class FlowCanvas_Nodes_Identity_Collision : FlowCanvas.Nodes.Identity<UnityEngine.Collision>{}
    313.         class FlowCanvas_Nodes_Identity_Collision2D : FlowCanvas.Nodes.Identity<UnityEngine.Collision2D>{}
    314.         class FlowCanvas_Nodes_Identity_LayerMask : FlowCanvas.Nodes.Identity<UnityEngine.LayerMask>{}
    315.  
    316.         class FlowCanvas_Nodes_InsertListItem_Boolean : FlowCanvas.Nodes.InsertListItem<System.Boolean>{}
    317.         class FlowCanvas_Nodes_InsertListItem_Single : FlowCanvas.Nodes.InsertListItem<System.Single>{}
    318.         class FlowCanvas_Nodes_InsertListItem_Int32 : FlowCanvas.Nodes.InsertListItem<System.Int32>{}
    319.         class FlowCanvas_Nodes_InsertListItem_Vector2 : FlowCanvas.Nodes.InsertListItem<UnityEngine.Vector2>{}
    320.         class FlowCanvas_Nodes_InsertListItem_Vector3 : FlowCanvas.Nodes.InsertListItem<UnityEngine.Vector3>{}
    321.         class FlowCanvas_Nodes_InsertListItem_Vector4 : FlowCanvas.Nodes.InsertListItem<UnityEngine.Vector4>{}
    322.         class FlowCanvas_Nodes_InsertListItem_Quaternion : FlowCanvas.Nodes.InsertListItem<UnityEngine.Quaternion>{}
    323.         class FlowCanvas_Nodes_InsertListItem_Keyframe : FlowCanvas.Nodes.InsertListItem<UnityEngine.Keyframe>{}
    324.         class FlowCanvas_Nodes_InsertListItem_Bounds : FlowCanvas.Nodes.InsertListItem<UnityEngine.Bounds>{}
    325.         class FlowCanvas_Nodes_InsertListItem_Color : FlowCanvas.Nodes.InsertListItem<UnityEngine.Color>{}
    326.         class FlowCanvas_Nodes_InsertListItem_Rect : FlowCanvas.Nodes.InsertListItem<UnityEngine.Rect>{}
    327.         class FlowCanvas_Nodes_InsertListItem_ContactPoint : FlowCanvas.Nodes.InsertListItem<UnityEngine.ContactPoint>{}
    328.         class FlowCanvas_Nodes_InsertListItem_ContactPoint2D : FlowCanvas.Nodes.InsertListItem<UnityEngine.ContactPoint2D>{}
    329.         class FlowCanvas_Nodes_InsertListItem_Collision : FlowCanvas.Nodes.InsertListItem<UnityEngine.Collision>{}
    330.         class FlowCanvas_Nodes_InsertListItem_Collision2D : FlowCanvas.Nodes.InsertListItem<UnityEngine.Collision2D>{}
    331.         class FlowCanvas_Nodes_InsertListItem_LayerMask : FlowCanvas.Nodes.InsertListItem<UnityEngine.LayerMask>{}
    332.  
    333.         class FlowCanvas_Nodes_PickValue_Boolean : FlowCanvas.Nodes.PickValue<System.Boolean>{}
    334.         class FlowCanvas_Nodes_PickValue_Single : FlowCanvas.Nodes.PickValue<System.Single>{}
    335.         class FlowCanvas_Nodes_PickValue_Int32 : FlowCanvas.Nodes.PickValue<System.Int32>{}
    336.         class FlowCanvas_Nodes_PickValue_Vector2 : FlowCanvas.Nodes.PickValue<UnityEngine.Vector2>{}
    337.         class FlowCanvas_Nodes_PickValue_Vector3 : FlowCanvas.Nodes.PickValue<UnityEngine.Vector3>{}
    338.         class FlowCanvas_Nodes_PickValue_Vector4 : FlowCanvas.Nodes.PickValue<UnityEngine.Vector4>{}
    339.         class FlowCanvas_Nodes_PickValue_Quaternion : FlowCanvas.Nodes.PickValue<UnityEngine.Quaternion>{}
    340.         class FlowCanvas_Nodes_PickValue_Keyframe : FlowCanvas.Nodes.PickValue<UnityEngine.Keyframe>{}
    341.         class FlowCanvas_Nodes_PickValue_Bounds : FlowCanvas.Nodes.PickValue<UnityEngine.Bounds>{}
    342.         class FlowCanvas_Nodes_PickValue_Color : FlowCanvas.Nodes.PickValue<UnityEngine.Color>{}
    343.         class FlowCanvas_Nodes_PickValue_Rect : FlowCanvas.Nodes.PickValue<UnityEngine.Rect>{}
    344.         class FlowCanvas_Nodes_PickValue_ContactPoint : FlowCanvas.Nodes.PickValue<UnityEngine.ContactPoint>{}
    345.         class FlowCanvas_Nodes_PickValue_ContactPoint2D : FlowCanvas.Nodes.PickValue<UnityEngine.ContactPoint2D>{}
    346.         class FlowCanvas_Nodes_PickValue_Collision : FlowCanvas.Nodes.PickValue<UnityEngine.Collision>{}
    347.         class FlowCanvas_Nodes_PickValue_Collision2D : FlowCanvas.Nodes.PickValue<UnityEngine.Collision2D>{}
    348.         class FlowCanvas_Nodes_PickValue_LayerMask : FlowCanvas.Nodes.PickValue<UnityEngine.LayerMask>{}
    349.  
    350.         class FlowCanvas_Nodes_RemoveListItem_Boolean : FlowCanvas.Nodes.RemoveListItem<System.Boolean>{}
    351.         class FlowCanvas_Nodes_RemoveListItem_Single : FlowCanvas.Nodes.RemoveListItem<System.Single>{}
    352.         class FlowCanvas_Nodes_RemoveListItem_Int32 : FlowCanvas.Nodes.RemoveListItem<System.Int32>{}
    353.         class FlowCanvas_Nodes_RemoveListItem_Vector2 : FlowCanvas.Nodes.RemoveListItem<UnityEngine.Vector2>{}
    354.         class FlowCanvas_Nodes_RemoveListItem_Vector3 : FlowCanvas.Nodes.RemoveListItem<UnityEngine.Vector3>{}
    355.         class FlowCanvas_Nodes_RemoveListItem_Vector4 : FlowCanvas.Nodes.RemoveListItem<UnityEngine.Vector4>{}
    356.         class FlowCanvas_Nodes_RemoveListItem_Quaternion : FlowCanvas.Nodes.RemoveListItem<UnityEngine.Quaternion>{}
    357.         class FlowCanvas_Nodes_RemoveListItem_Keyframe : FlowCanvas.Nodes.RemoveListItem<UnityEngine.Keyframe>{}
    358.         class FlowCanvas_Nodes_RemoveListItem_Bounds : FlowCanvas.Nodes.RemoveListItem<UnityEngine.Bounds>{}
    359.         class FlowCanvas_Nodes_RemoveListItem_Color : FlowCanvas.Nodes.RemoveListItem<UnityEngine.Color>{}
    360.         class FlowCanvas_Nodes_RemoveListItem_Rect : FlowCanvas.Nodes.RemoveListItem<UnityEngine.Rect>{}
    361.         class FlowCanvas_Nodes_RemoveListItem_ContactPoint : FlowCanvas.Nodes.RemoveListItem<UnityEngine.ContactPoint>{}
    362.         class FlowCanvas_Nodes_RemoveListItem_ContactPoint2D : FlowCanvas.Nodes.RemoveListItem<UnityEngine.ContactPoint2D>{}
    363.         class FlowCanvas_Nodes_RemoveListItem_Collision : FlowCanvas.Nodes.RemoveListItem<UnityEngine.Collision>{}
    364.         class FlowCanvas_Nodes_RemoveListItem_Collision2D : FlowCanvas.Nodes.RemoveListItem<UnityEngine.Collision2D>{}
    365.         class FlowCanvas_Nodes_RemoveListItem_LayerMask : FlowCanvas.Nodes.RemoveListItem<UnityEngine.LayerMask>{}
    366.  
    367.         class FlowCanvas_Nodes_RemoveListItemAt_Boolean : FlowCanvas.Nodes.RemoveListItemAt<System.Boolean>{}
    368.         class FlowCanvas_Nodes_RemoveListItemAt_Single : FlowCanvas.Nodes.RemoveListItemAt<System.Single>{}
    369.         class FlowCanvas_Nodes_RemoveListItemAt_Int32 : FlowCanvas.Nodes.RemoveListItemAt<System.Int32>{}
    370.         class FlowCanvas_Nodes_RemoveListItemAt_Vector2 : FlowCanvas.Nodes.RemoveListItemAt<UnityEngine.Vector2>{}
    371.         class FlowCanvas_Nodes_RemoveListItemAt_Vector3 : FlowCanvas.Nodes.RemoveListItemAt<UnityEngine.Vector3>{}
    372.         class FlowCanvas_Nodes_RemoveListItemAt_Vector4 : FlowCanvas.Nodes.RemoveListItemAt<UnityEngine.Vector4>{}
    373.         class FlowCanvas_Nodes_RemoveListItemAt_Quaternion : FlowCanvas.Nodes.RemoveListItemAt<UnityEngine.Quaternion>{}
    374.         class FlowCanvas_Nodes_RemoveListItemAt_Keyframe : FlowCanvas.Nodes.RemoveListItemAt<UnityEngine.Keyframe>{}
    375.         class FlowCanvas_Nodes_RemoveListItemAt_Bounds : FlowCanvas.Nodes.RemoveListItemAt<UnityEngine.Bounds>{}
    376.         class FlowCanvas_Nodes_RemoveListItemAt_Color : FlowCanvas.Nodes.RemoveListItemAt<UnityEngine.Color>{}
    377.         class FlowCanvas_Nodes_RemoveListItemAt_Rect : FlowCanvas.Nodes.RemoveListItemAt<UnityEngine.Rect>{}
    378.         class FlowCanvas_Nodes_RemoveListItemAt_ContactPoint : FlowCanvas.Nodes.RemoveListItemAt<UnityEngine.ContactPoint>{}
    379.         class FlowCanvas_Nodes_RemoveListItemAt_ContactPoint2D : FlowCanvas.Nodes.RemoveListItemAt<UnityEngine.ContactPoint2D>{}
    380.         class FlowCanvas_Nodes_RemoveListItemAt_Collision : FlowCanvas.Nodes.RemoveListItemAt<UnityEngine.Collision>{}
    381.         class FlowCanvas_Nodes_RemoveListItemAt_Collision2D : FlowCanvas.Nodes.RemoveListItemAt<UnityEngine.Collision2D>{}
    382.         class FlowCanvas_Nodes_RemoveListItemAt_LayerMask : FlowCanvas.Nodes.RemoveListItemAt<UnityEngine.LayerMask>{}
    383.  
    384.         class FlowCanvas_Nodes_SendEvent_Boolean : FlowCanvas.Nodes.SendEvent<System.Boolean>{}
    385.         class FlowCanvas_Nodes_SendEvent_Single : FlowCanvas.Nodes.SendEvent<System.Single>{}
    386.         class FlowCanvas_Nodes_SendEvent_Int32 : FlowCanvas.Nodes.SendEvent<System.Int32>{}
    387.         class FlowCanvas_Nodes_SendEvent_Vector2 : FlowCanvas.Nodes.SendEvent<UnityEngine.Vector2>{}
    388.         class FlowCanvas_Nodes_SendEvent_Vector3 : FlowCanvas.Nodes.SendEvent<UnityEngine.Vector3>{}
    389.         class FlowCanvas_Nodes_SendEvent_Vector4 : FlowCanvas.Nodes.SendEvent<UnityEngine.Vector4>{}
    390.         class FlowCanvas_Nodes_SendEvent_Quaternion : FlowCanvas.Nodes.SendEvent<UnityEngine.Quaternion>{}
    391.         class FlowCanvas_Nodes_SendEvent_Keyframe : FlowCanvas.Nodes.SendEvent<UnityEngine.Keyframe>{}
    392.         class FlowCanvas_Nodes_SendEvent_Bounds : FlowCanvas.Nodes.SendEvent<UnityEngine.Bounds>{}
    393.         class FlowCanvas_Nodes_SendEvent_Color : FlowCanvas.Nodes.SendEvent<UnityEngine.Color>{}
    394.         class FlowCanvas_Nodes_SendEvent_Rect : FlowCanvas.Nodes.SendEvent<UnityEngine.Rect>{}
    395.         class FlowCanvas_Nodes_SendEvent_ContactPoint : FlowCanvas.Nodes.SendEvent<UnityEngine.ContactPoint>{}
    396.         class FlowCanvas_Nodes_SendEvent_ContactPoint2D : FlowCanvas.Nodes.SendEvent<UnityEngine.ContactPoint2D>{}
    397.         class FlowCanvas_Nodes_SendEvent_Collision : FlowCanvas.Nodes.SendEvent<UnityEngine.Collision>{}
    398.         class FlowCanvas_Nodes_SendEvent_Collision2D : FlowCanvas.Nodes.SendEvent<UnityEngine.Collision2D>{}
    399.         class FlowCanvas_Nodes_SendEvent_LayerMask : FlowCanvas.Nodes.SendEvent<UnityEngine.LayerMask>{}
    400.  
    401.         class FlowCanvas_Nodes_SendGlobalEvent_Boolean : FlowCanvas.Nodes.SendGlobalEvent<System.Boolean>{}
    402.         class FlowCanvas_Nodes_SendGlobalEvent_Single : FlowCanvas.Nodes.SendGlobalEvent<System.Single>{}
    403.         class FlowCanvas_Nodes_SendGlobalEvent_Int32 : FlowCanvas.Nodes.SendGlobalEvent<System.Int32>{}
    404.         class FlowCanvas_Nodes_SendGlobalEvent_Vector2 : FlowCanvas.Nodes.SendGlobalEvent<UnityEngine.Vector2>{}
    405.         class FlowCanvas_Nodes_SendGlobalEvent_Vector3 : FlowCanvas.Nodes.SendGlobalEvent<UnityEngine.Vector3>{}
    406.         class FlowCanvas_Nodes_SendGlobalEvent_Vector4 : FlowCanvas.Nodes.SendGlobalEvent<UnityEngine.Vector4>{}
    407.         class FlowCanvas_Nodes_SendGlobalEvent_Quaternion : FlowCanvas.Nodes.SendGlobalEvent<UnityEngine.Quaternion>{}
    408.         class FlowCanvas_Nodes_SendGlobalEvent_Keyframe : FlowCanvas.Nodes.SendGlobalEvent<UnityEngine.Keyframe>{}
    409.         class FlowCanvas_Nodes_SendGlobalEvent_Bounds : FlowCanvas.Nodes.SendGlobalEvent<UnityEngine.Bounds>{}
    410.         class FlowCanvas_Nodes_SendGlobalEvent_Color : FlowCanvas.Nodes.SendGlobalEvent<UnityEngine.Color>{}
    411.         class FlowCanvas_Nodes_SendGlobalEvent_Rect : FlowCanvas.Nodes.SendGlobalEvent<UnityEngine.Rect>{}
    412.         class FlowCanvas_Nodes_SendGlobalEvent_ContactPoint : FlowCanvas.Nodes.SendGlobalEvent<UnityEngine.ContactPoint>{}
    413.         class FlowCanvas_Nodes_SendGlobalEvent_ContactPoint2D : FlowCanvas.Nodes.SendGlobalEvent<UnityEngine.ContactPoint2D>{}
    414.         class FlowCanvas_Nodes_SendGlobalEvent_Collision : FlowCanvas.Nodes.SendGlobalEvent<UnityEngine.Collision>{}
    415.         class FlowCanvas_Nodes_SendGlobalEvent_Collision2D : FlowCanvas.Nodes.SendGlobalEvent<UnityEngine.Collision2D>{}
    416.         class FlowCanvas_Nodes_SendGlobalEvent_LayerMask : FlowCanvas.Nodes.SendGlobalEvent<UnityEngine.LayerMask>{}
    417.  
    418.         class FlowCanvas_Nodes_SetListItem_Boolean : FlowCanvas.Nodes.SetListItem<System.Boolean>{}
    419.         class FlowCanvas_Nodes_SetListItem_Single : FlowCanvas.Nodes.SetListItem<System.Single>{}
    420.         class FlowCanvas_Nodes_SetListItem_Int32 : FlowCanvas.Nodes.SetListItem<System.Int32>{}
    421.         class FlowCanvas_Nodes_SetListItem_Vector2 : FlowCanvas.Nodes.SetListItem<UnityEngine.Vector2>{}
    422.         class FlowCanvas_Nodes_SetListItem_Vector3 : FlowCanvas.Nodes.SetListItem<UnityEngine.Vector3>{}
    423.         class FlowCanvas_Nodes_SetListItem_Vector4 : FlowCanvas.Nodes.SetListItem<UnityEngine.Vector4>{}
    424.         class FlowCanvas_Nodes_SetListItem_Quaternion : FlowCanvas.Nodes.SetListItem<UnityEngine.Quaternion>{}
    425.         class FlowCanvas_Nodes_SetListItem_Keyframe : FlowCanvas.Nodes.SetListItem<UnityEngine.Keyframe>{}
    426.         class FlowCanvas_Nodes_SetListItem_Bounds : FlowCanvas.Nodes.SetListItem<UnityEngine.Bounds>{}
    427.         class FlowCanvas_Nodes_SetListItem_Color : FlowCanvas.Nodes.SetListItem<UnityEngine.Color>{}
    428.         class FlowCanvas_Nodes_SetListItem_Rect : FlowCanvas.Nodes.SetListItem<UnityEngine.Rect>{}
    429.         class FlowCanvas_Nodes_SetListItem_ContactPoint : FlowCanvas.Nodes.SetListItem<UnityEngine.ContactPoint>{}
    430.         class FlowCanvas_Nodes_SetListItem_ContactPoint2D : FlowCanvas.Nodes.SetListItem<UnityEngine.ContactPoint2D>{}
    431.         class FlowCanvas_Nodes_SetListItem_Collision : FlowCanvas.Nodes.SetListItem<UnityEngine.Collision>{}
    432.         class FlowCanvas_Nodes_SetListItem_Collision2D : FlowCanvas.Nodes.SetListItem<UnityEngine.Collision2D>{}
    433.         class FlowCanvas_Nodes_SetListItem_LayerMask : FlowCanvas.Nodes.SetListItem<UnityEngine.LayerMask>{}
    434.  
    435.         class FlowCanvas_Nodes_SetOtherVariable_Boolean : FlowCanvas.Nodes.SetOtherVariable<System.Boolean>{}
    436.         class FlowCanvas_Nodes_SetOtherVariable_Single : FlowCanvas.Nodes.SetOtherVariable<System.Single>{}
    437.         class FlowCanvas_Nodes_SetOtherVariable_Int32 : FlowCanvas.Nodes.SetOtherVariable<System.Int32>{}
    438.         class FlowCanvas_Nodes_SetOtherVariable_Vector2 : FlowCanvas.Nodes.SetOtherVariable<UnityEngine.Vector2>{}
    439.         class FlowCanvas_Nodes_SetOtherVariable_Vector3 : FlowCanvas.Nodes.SetOtherVariable<UnityEngine.Vector3>{}
    440.         class FlowCanvas_Nodes_SetOtherVariable_Vector4 : FlowCanvas.Nodes.SetOtherVariable<UnityEngine.Vector4>{}
    441.         class FlowCanvas_Nodes_SetOtherVariable_Quaternion : FlowCanvas.Nodes.SetOtherVariable<UnityEngine.Quaternion>{}
    442.         class FlowCanvas_Nodes_SetOtherVariable_Keyframe : FlowCanvas.Nodes.SetOtherVariable<UnityEngine.Keyframe>{}
    443.         class FlowCanvas_Nodes_SetOtherVariable_Bounds : FlowCanvas.Nodes.SetOtherVariable<UnityEngine.Bounds>{}
    444.         class FlowCanvas_Nodes_SetOtherVariable_Color : FlowCanvas.Nodes.SetOtherVariable<UnityEngine.Color>{}
    445.         class FlowCanvas_Nodes_SetOtherVariable_Rect : FlowCanvas.Nodes.SetOtherVariable<UnityEngine.Rect>{}
    446.         class FlowCanvas_Nodes_SetOtherVariable_ContactPoint : FlowCanvas.Nodes.SetOtherVariable<UnityEngine.ContactPoint>{}
    447.         class FlowCanvas_Nodes_SetOtherVariable_ContactPoint2D : FlowCanvas.Nodes.SetOtherVariable<UnityEngine.ContactPoint2D>{}
    448.         class FlowCanvas_Nodes_SetOtherVariable_Collision : FlowCanvas.Nodes.SetOtherVariable<UnityEngine.Collision>{}
    449.         class FlowCanvas_Nodes_SetOtherVariable_Collision2D : FlowCanvas.Nodes.SetOtherVariable<UnityEngine.Collision2D>{}
    450.         class FlowCanvas_Nodes_SetOtherVariable_LayerMask : FlowCanvas.Nodes.SetOtherVariable<UnityEngine.LayerMask>{}
    451.  
    452.         class FlowCanvas_Nodes_SetVariable_Boolean : FlowCanvas.Nodes.SetVariable<System.Boolean>{}
    453.         class FlowCanvas_Nodes_SetVariable_Single : FlowCanvas.Nodes.SetVariable<System.Single>{}
    454.         class FlowCanvas_Nodes_SetVariable_Int32 : FlowCanvas.Nodes.SetVariable<System.Int32>{}
    455.         class FlowCanvas_Nodes_SetVariable_Vector2 : FlowCanvas.Nodes.SetVariable<UnityEngine.Vector2>{}
    456.         class FlowCanvas_Nodes_SetVariable_Vector3 : FlowCanvas.Nodes.SetVariable<UnityEngine.Vector3>{}
    457.         class FlowCanvas_Nodes_SetVariable_Vector4 : FlowCanvas.Nodes.SetVariable<UnityEngine.Vector4>{}
    458.         class FlowCanvas_Nodes_SetVariable_Quaternion : FlowCanvas.Nodes.SetVariable<UnityEngine.Quaternion>{}
    459.         class FlowCanvas_Nodes_SetVariable_Keyframe : FlowCanvas.Nodes.SetVariable<UnityEngine.Keyframe>{}
    460.         class FlowCanvas_Nodes_SetVariable_Bounds : FlowCanvas.Nodes.SetVariable<UnityEngine.Bounds>{}
    461.         class FlowCanvas_Nodes_SetVariable_Color : FlowCanvas.Nodes.SetVariable<UnityEngine.Color>{}
    462.         class FlowCanvas_Nodes_SetVariable_Rect : FlowCanvas.Nodes.SetVariable<UnityEngine.Rect>{}
    463.         class FlowCanvas_Nodes_SetVariable_ContactPoint : FlowCanvas.Nodes.SetVariable<UnityEngine.ContactPoint>{}
    464.         class FlowCanvas_Nodes_SetVariable_ContactPoint2D : FlowCanvas.Nodes.SetVariable<UnityEngine.ContactPoint2D>{}
    465.         class FlowCanvas_Nodes_SetVariable_Collision : FlowCanvas.Nodes.SetVariable<UnityEngine.Collision>{}
    466.         class FlowCanvas_Nodes_SetVariable_Collision2D : FlowCanvas.Nodes.SetVariable<UnityEngine.Collision2D>{}
    467.         class FlowCanvas_Nodes_SetVariable_LayerMask : FlowCanvas.Nodes.SetVariable<UnityEngine.LayerMask>{}
    468.  
    469.         class FlowCanvas_Nodes_ShuffleList_Boolean : FlowCanvas.Nodes.ShuffleList<System.Boolean>{}
    470.         class FlowCanvas_Nodes_ShuffleList_Single : FlowCanvas.Nodes.ShuffleList<System.Single>{}
    471.         class FlowCanvas_Nodes_ShuffleList_Int32 : FlowCanvas.Nodes.ShuffleList<System.Int32>{}
    472.         class FlowCanvas_Nodes_ShuffleList_Vector2 : FlowCanvas.Nodes.ShuffleList<UnityEngine.Vector2>{}
    473.         class FlowCanvas_Nodes_ShuffleList_Vector3 : FlowCanvas.Nodes.ShuffleList<UnityEngine.Vector3>{}
    474.         class FlowCanvas_Nodes_ShuffleList_Vector4 : FlowCanvas.Nodes.ShuffleList<UnityEngine.Vector4>{}
    475.         class FlowCanvas_Nodes_ShuffleList_Quaternion : FlowCanvas.Nodes.ShuffleList<UnityEngine.Quaternion>{}
    476.         class FlowCanvas_Nodes_ShuffleList_Keyframe : FlowCanvas.Nodes.ShuffleList<UnityEngine.Keyframe>{}
    477.         class FlowCanvas_Nodes_ShuffleList_Bounds : FlowCanvas.Nodes.ShuffleList<UnityEngine.Bounds>{}
    478.         class FlowCanvas_Nodes_ShuffleList_Color : FlowCanvas.Nodes.ShuffleList<UnityEngine.Color>{}
    479.         class FlowCanvas_Nodes_ShuffleList_Rect : FlowCanvas.Nodes.ShuffleList<UnityEngine.Rect>{}
    480.         class FlowCanvas_Nodes_ShuffleList_ContactPoint : FlowCanvas.Nodes.ShuffleList<UnityEngine.ContactPoint>{}
    481.         class FlowCanvas_Nodes_ShuffleList_ContactPoint2D : FlowCanvas.Nodes.ShuffleList<UnityEngine.ContactPoint2D>{}
    482.         class FlowCanvas_Nodes_ShuffleList_Collision : FlowCanvas.Nodes.ShuffleList<UnityEngine.Collision>{}
    483.         class FlowCanvas_Nodes_ShuffleList_Collision2D : FlowCanvas.Nodes.ShuffleList<UnityEngine.Collision2D>{}
    484.         class FlowCanvas_Nodes_ShuffleList_LayerMask : FlowCanvas.Nodes.ShuffleList<UnityEngine.LayerMask>{}
    485.  
    486.         class FlowCanvas_Nodes_StaticCodeEvent_Boolean : FlowCanvas.Nodes.StaticCodeEvent<System.Boolean>{}
    487.         class FlowCanvas_Nodes_StaticCodeEvent_Single : FlowCanvas.Nodes.StaticCodeEvent<System.Single>{}
    488.         class FlowCanvas_Nodes_StaticCodeEvent_Int32 : FlowCanvas.Nodes.StaticCodeEvent<System.Int32>{}
    489.         class FlowCanvas_Nodes_StaticCodeEvent_Vector2 : FlowCanvas.Nodes.StaticCodeEvent<UnityEngine.Vector2>{}
    490.         class FlowCanvas_Nodes_StaticCodeEvent_Vector3 : FlowCanvas.Nodes.StaticCodeEvent<UnityEngine.Vector3>{}
    491.         class FlowCanvas_Nodes_StaticCodeEvent_Vector4 : FlowCanvas.Nodes.StaticCodeEvent<UnityEngine.Vector4>{}
    492.         class FlowCanvas_Nodes_StaticCodeEvent_Quaternion : FlowCanvas.Nodes.StaticCodeEvent<UnityEngine.Quaternion>{}
    493.         class FlowCanvas_Nodes_StaticCodeEvent_Keyframe : FlowCanvas.Nodes.StaticCodeEvent<UnityEngine.Keyframe>{}
    494.         class FlowCanvas_Nodes_StaticCodeEvent_Bounds : FlowCanvas.Nodes.StaticCodeEvent<UnityEngine.Bounds>{}
    495.         class FlowCanvas_Nodes_StaticCodeEvent_Color : FlowCanvas.Nodes.StaticCodeEvent<UnityEngine.Color>{}
    496.         class FlowCanvas_Nodes_StaticCodeEvent_Rect : FlowCanvas.Nodes.StaticCodeEvent<UnityEngine.Rect>{}
    497.         class FlowCanvas_Nodes_StaticCodeEvent_ContactPoint : FlowCanvas.Nodes.StaticCodeEvent<UnityEngine.ContactPoint>{}
    498.         class FlowCanvas_Nodes_StaticCodeEvent_ContactPoint2D : FlowCanvas.Nodes.StaticCodeEvent<UnityEngine.ContactPoint2D>{}
    499.         class FlowCanvas_Nodes_StaticCodeEvent_Collision : FlowCanvas.Nodes.StaticCodeEvent<UnityEngine.Collision>{}
    500.         class FlowCanvas_Nodes_StaticCodeEvent_Collision2D : FlowCanvas.Nodes.StaticCodeEvent<UnityEngine.Collision2D>{}
    501.         class FlowCanvas_Nodes_StaticCodeEvent_LayerMask : FlowCanvas.Nodes.StaticCodeEvent<UnityEngine.LayerMask>{}
    502.  
    503.         class FlowCanvas_Nodes_SwitchValue_Boolean : FlowCanvas.Nodes.SwitchValue<System.Boolean>{}
    504.         class FlowCanvas_Nodes_SwitchValue_Single : FlowCanvas.Nodes.SwitchValue<System.Single>{}
    505.         class FlowCanvas_Nodes_SwitchValue_Int32 : FlowCanvas.Nodes.SwitchValue<System.Int32>{}
    506.         class FlowCanvas_Nodes_SwitchValue_Vector2 : FlowCanvas.Nodes.SwitchValue<UnityEngine.Vector2>{}
    507.         class FlowCanvas_Nodes_SwitchValue_Vector3 : FlowCanvas.Nodes.SwitchValue<UnityEngine.Vector3>{}
    508.         class FlowCanvas_Nodes_SwitchValue_Vector4 : FlowCanvas.Nodes.SwitchValue<UnityEngine.Vector4>{}
    509.         class FlowCanvas_Nodes_SwitchValue_Quaternion : FlowCanvas.Nodes.SwitchValue<UnityEngine.Quaternion>{}
    510.         class FlowCanvas_Nodes_SwitchValue_Keyframe : FlowCanvas.Nodes.SwitchValue<UnityEngine.Keyframe>{}
    511.         class FlowCanvas_Nodes_SwitchValue_Bounds : FlowCanvas.Nodes.SwitchValue<UnityEngine.Bounds>{}
    512.         class FlowCanvas_Nodes_SwitchValue_Color : FlowCanvas.Nodes.SwitchValue<UnityEngine.Color>{}
    513.         class FlowCanvas_Nodes_SwitchValue_Rect : FlowCanvas.Nodes.SwitchValue<UnityEngine.Rect>{}
    514.         class FlowCanvas_Nodes_SwitchValue_ContactPoint : FlowCanvas.Nodes.SwitchValue<UnityEngine.ContactPoint>{}
    515.         class FlowCanvas_Nodes_SwitchValue_ContactPoint2D : FlowCanvas.Nodes.SwitchValue<UnityEngine.ContactPoint2D>{}
    516.         class FlowCanvas_Nodes_SwitchValue_Collision : FlowCanvas.Nodes.SwitchValue<UnityEngine.Collision>{}
    517.         class FlowCanvas_Nodes_SwitchValue_Collision2D : FlowCanvas.Nodes.SwitchValue<UnityEngine.Collision2D>{}
    518.         class FlowCanvas_Nodes_SwitchValue_LayerMask : FlowCanvas.Nodes.SwitchValue<UnityEngine.LayerMask>{}
    519.  
    520.         class FlowCanvas_Nodes_ToArray_Boolean : FlowCanvas.Nodes.ToArray<System.Boolean>{}
    521.         class FlowCanvas_Nodes_ToArray_Single : FlowCanvas.Nodes.ToArray<System.Single>{}
    522.         class FlowCanvas_Nodes_ToArray_Int32 : FlowCanvas.Nodes.ToArray<System.Int32>{}
    523.         class FlowCanvas_Nodes_ToArray_Vector2 : FlowCanvas.Nodes.ToArray<UnityEngine.Vector2>{}
    524.         class FlowCanvas_Nodes_ToArray_Vector3 : FlowCanvas.Nodes.ToArray<UnityEngine.Vector3>{}
    525.         class FlowCanvas_Nodes_ToArray_Vector4 : FlowCanvas.Nodes.ToArray<UnityEngine.Vector4>{}
    526.         class FlowCanvas_Nodes_ToArray_Quaternion : FlowCanvas.Nodes.ToArray<UnityEngine.Quaternion>{}
    527.         class FlowCanvas_Nodes_ToArray_Keyframe : FlowCanvas.Nodes.ToArray<UnityEngine.Keyframe>{}
    528.         class FlowCanvas_Nodes_ToArray_Bounds : FlowCanvas.Nodes.ToArray<UnityEngine.Bounds>{}
    529.         class FlowCanvas_Nodes_ToArray_Color : FlowCanvas.Nodes.ToArray<UnityEngine.Color>{}
    530.         class FlowCanvas_Nodes_ToArray_Rect : FlowCanvas.Nodes.ToArray<UnityEngine.Rect>{}
    531.         class FlowCanvas_Nodes_ToArray_ContactPoint : FlowCanvas.Nodes.ToArray<UnityEngine.ContactPoint>{}
    532.         class FlowCanvas_Nodes_ToArray_ContactPoint2D : FlowCanvas.Nodes.ToArray<UnityEngine.ContactPoint2D>{}
    533.         class FlowCanvas_Nodes_ToArray_Collision : FlowCanvas.Nodes.ToArray<UnityEngine.Collision>{}
    534.         class FlowCanvas_Nodes_ToArray_Collision2D : FlowCanvas.Nodes.ToArray<UnityEngine.Collision2D>{}
    535.         class FlowCanvas_Nodes_ToArray_LayerMask : FlowCanvas.Nodes.ToArray<UnityEngine.LayerMask>{}
    536.  
    537.         class FlowCanvas_Nodes_ToList_Boolean : FlowCanvas.Nodes.ToList<System.Boolean>{}
    538.         class FlowCanvas_Nodes_ToList_Single : FlowCanvas.Nodes.ToList<System.Single>{}
    539.         class FlowCanvas_Nodes_ToList_Int32 : FlowCanvas.Nodes.ToList<System.Int32>{}
    540.         class FlowCanvas_Nodes_ToList_Vector2 : FlowCanvas.Nodes.ToList<UnityEngine.Vector2>{}
    541.         class FlowCanvas_Nodes_ToList_Vector3 : FlowCanvas.Nodes.ToList<UnityEngine.Vector3>{}
    542.         class FlowCanvas_Nodes_ToList_Vector4 : FlowCanvas.Nodes.ToList<UnityEngine.Vector4>{}
    543.         class FlowCanvas_Nodes_ToList_Quaternion : FlowCanvas.Nodes.ToList<UnityEngine.Quaternion>{}
    544.         class FlowCanvas_Nodes_ToList_Keyframe : FlowCanvas.Nodes.ToList<UnityEngine.Keyframe>{}
    545.         class FlowCanvas_Nodes_ToList_Bounds : FlowCanvas.Nodes.ToList<UnityEngine.Bounds>{}
    546.         class FlowCanvas_Nodes_ToList_Color : FlowCanvas.Nodes.ToList<UnityEngine.Color>{}
    547.         class FlowCanvas_Nodes_ToList_Rect : FlowCanvas.Nodes.ToList<UnityEngine.Rect>{}
    548.         class FlowCanvas_Nodes_ToList_ContactPoint : FlowCanvas.Nodes.ToList<UnityEngine.ContactPoint>{}
    549.         class FlowCanvas_Nodes_ToList_ContactPoint2D : FlowCanvas.Nodes.ToList<UnityEngine.ContactPoint2D>{}
    550.         class FlowCanvas_Nodes_ToList_Collision : FlowCanvas.Nodes.ToList<UnityEngine.Collision>{}
    551.         class FlowCanvas_Nodes_ToList_Collision2D : FlowCanvas.Nodes.ToList<UnityEngine.Collision2D>{}
    552.         class FlowCanvas_Nodes_ToList_LayerMask : FlowCanvas.Nodes.ToList<UnityEngine.LayerMask>{}
    553.  
    554.         class NodeCanvas_Framework_BBParameter_Boolean : NodeCanvas.Framework.BBParameter<System.Boolean>{}
    555.         class NodeCanvas_Framework_BBParameter_Single : NodeCanvas.Framework.BBParameter<System.Single>{}
    556.         class NodeCanvas_Framework_BBParameter_Int32 : NodeCanvas.Framework.BBParameter<System.Int32>{}
    557.         class NodeCanvas_Framework_BBParameter_Vector2 : NodeCanvas.Framework.BBParameter<UnityEngine.Vector2>{}
    558.         class NodeCanvas_Framework_BBParameter_Vector3 : NodeCanvas.Framework.BBParameter<UnityEngine.Vector3>{}
    559.         class NodeCanvas_Framework_BBParameter_Vector4 : NodeCanvas.Framework.BBParameter<UnityEngine.Vector4>{}
    560.         class NodeCanvas_Framework_BBParameter_Quaternion : NodeCanvas.Framework.BBParameter<UnityEngine.Quaternion>{}
    561.         class NodeCanvas_Framework_BBParameter_Keyframe : NodeCanvas.Framework.BBParameter<UnityEngine.Keyframe>{}
    562.         class NodeCanvas_Framework_BBParameter_Bounds : NodeCanvas.Framework.BBParameter<UnityEngine.Bounds>{}
    563.         class NodeCanvas_Framework_BBParameter_Color : NodeCanvas.Framework.BBParameter<UnityEngine.Color>{}
    564.         class NodeCanvas_Framework_BBParameter_Rect : NodeCanvas.Framework.BBParameter<UnityEngine.Rect>{}
    565.         class NodeCanvas_Framework_BBParameter_ContactPoint : NodeCanvas.Framework.BBParameter<UnityEngine.ContactPoint>{}
    566.         class NodeCanvas_Framework_BBParameter_ContactPoint2D : NodeCanvas.Framework.BBParameter<UnityEngine.ContactPoint2D>{}
    567.         class NodeCanvas_Framework_BBParameter_Collision : NodeCanvas.Framework.BBParameter<UnityEngine.Collision>{}
    568.         class NodeCanvas_Framework_BBParameter_Collision2D : NodeCanvas.Framework.BBParameter<UnityEngine.Collision2D>{}
    569.         class NodeCanvas_Framework_BBParameter_LayerMask : NodeCanvas.Framework.BBParameter<UnityEngine.LayerMask>{}
    570.  
    571.         class NodeCanvas_Framework_Variable_Boolean : NodeCanvas.Framework.Variable<System.Boolean>{}
    572.         class NodeCanvas_Framework_Variable_Single : NodeCanvas.Framework.Variable<System.Single>{}
    573.         class NodeCanvas_Framework_Variable_Int32 : NodeCanvas.Framework.Variable<System.Int32>{}
    574.         class NodeCanvas_Framework_Variable_Vector2 : NodeCanvas.Framework.Variable<UnityEngine.Vector2>{}
    575.         class NodeCanvas_Framework_Variable_Vector3 : NodeCanvas.Framework.Variable<UnityEngine.Vector3>{}
    576.         class NodeCanvas_Framework_Variable_Vector4 : NodeCanvas.Framework.Variable<UnityEngine.Vector4>{}
    577.         class NodeCanvas_Framework_Variable_Quaternion : NodeCanvas.Framework.Variable<UnityEngine.Quaternion>{}
    578.         class NodeCanvas_Framework_Variable_Keyframe : NodeCanvas.Framework.Variable<UnityEngine.Keyframe>{}
    579.         class NodeCanvas_Framework_Variable_Bounds : NodeCanvas.Framework.Variable<UnityEngine.Bounds>{}
    580.         class NodeCanvas_Framework_Variable_Color : NodeCanvas.Framework.Variable<UnityEngine.Color>{}
    581.         class NodeCanvas_Framework_Variable_Rect : NodeCanvas.Framework.Variable<UnityEngine.Rect>{}
    582.         class NodeCanvas_Framework_Variable_ContactPoint : NodeCanvas.Framework.Variable<UnityEngine.ContactPoint>{}
    583.         class NodeCanvas_Framework_Variable_ContactPoint2D : NodeCanvas.Framework.Variable<UnityEngine.ContactPoint2D>{}
    584.         class NodeCanvas_Framework_Variable_Collision : NodeCanvas.Framework.Variable<UnityEngine.Collision>{}
    585.         class NodeCanvas_Framework_Variable_Collision2D : NodeCanvas.Framework.Variable<UnityEngine.Collision2D>{}
    586.         class NodeCanvas_Framework_Variable_LayerMask : NodeCanvas.Framework.Variable<UnityEngine.LayerMask>{}
    587.  
    588.         class NodeCanvas_Tasks_Actions_AddElementToList_Boolean : NodeCanvas.Tasks.Actions.AddElementToList<System.Boolean>{}
    589.         class NodeCanvas_Tasks_Actions_AddElementToList_Single : NodeCanvas.Tasks.Actions.AddElementToList<System.Single>{}
    590.         class NodeCanvas_Tasks_Actions_AddElementToList_Int32 : NodeCanvas.Tasks.Actions.AddElementToList<System.Int32>{}
    591.         class NodeCanvas_Tasks_Actions_AddElementToList_Vector2 : NodeCanvas.Tasks.Actions.AddElementToList<UnityEngine.Vector2>{}
    592.         class NodeCanvas_Tasks_Actions_AddElementToList_Vector3 : NodeCanvas.Tasks.Actions.AddElementToList<UnityEngine.Vector3>{}
    593.         class NodeCanvas_Tasks_Actions_AddElementToList_Vector4 : NodeCanvas.Tasks.Actions.AddElementToList<UnityEngine.Vector4>{}
    594.         class NodeCanvas_Tasks_Actions_AddElementToList_Quaternion : NodeCanvas.Tasks.Actions.AddElementToList<UnityEngine.Quaternion>{}
    595.         class NodeCanvas_Tasks_Actions_AddElementToList_Keyframe : NodeCanvas.Tasks.Actions.AddElementToList<UnityEngine.Keyframe>{}
    596.         class NodeCanvas_Tasks_Actions_AddElementToList_Bounds : NodeCanvas.Tasks.Actions.AddElementToList<UnityEngine.Bounds>{}
    597.         class NodeCanvas_Tasks_Actions_AddElementToList_Color : NodeCanvas.Tasks.Actions.AddElementToList<UnityEngine.Color>{}
    598.         class NodeCanvas_Tasks_Actions_AddElementToList_Rect : NodeCanvas.Tasks.Actions.AddElementToList<UnityEngine.Rect>{}
    599.         class NodeCanvas_Tasks_Actions_AddElementToList_ContactPoint : NodeCanvas.Tasks.Actions.AddElementToList<UnityEngine.ContactPoint>{}
    600.         class NodeCanvas_Tasks_Actions_AddElementToList_ContactPoint2D : NodeCanvas.Tasks.Actions.AddElementToList<UnityEngine.ContactPoint2D>{}
    601.         class NodeCanvas_Tasks_Actions_AddElementToList_Collision : NodeCanvas.Tasks.Actions.AddElementToList<UnityEngine.Collision>{}
    602.         class NodeCanvas_Tasks_Actions_AddElementToList_Collision2D : NodeCanvas.Tasks.Actions.AddElementToList<UnityEngine.Collision2D>{}
    603.         class NodeCanvas_Tasks_Actions_AddElementToList_LayerMask : NodeCanvas.Tasks.Actions.AddElementToList<UnityEngine.LayerMask>{}
    604.  
    605.         class NodeCanvas_Tasks_Actions_PickListElement_Boolean : NodeCanvas.Tasks.Actions.PickListElement<System.Boolean>{}
    606.         class NodeCanvas_Tasks_Actions_PickListElement_Single : NodeCanvas.Tasks.Actions.PickListElement<System.Single>{}
    607.         class NodeCanvas_Tasks_Actions_PickListElement_Int32 : NodeCanvas.Tasks.Actions.PickListElement<System.Int32>{}
    608.         class NodeCanvas_Tasks_Actions_PickListElement_Vector2 : NodeCanvas.Tasks.Actions.PickListElement<UnityEngine.Vector2>{}
    609.         class NodeCanvas_Tasks_Actions_PickListElement_Vector3 : NodeCanvas.Tasks.Actions.PickListElement<UnityEngine.Vector3>{}
    610.         class NodeCanvas_Tasks_Actions_PickListElement_Vector4 : NodeCanvas.Tasks.Actions.PickListElement<UnityEngine.Vector4>{}
    611.         class NodeCanvas_Tasks_Actions_PickListElement_Quaternion : NodeCanvas.Tasks.Actions.PickListElement<UnityEngine.Quaternion>{}
    612.         class NodeCanvas_Tasks_Actions_PickListElement_Keyframe : NodeCanvas.Tasks.Actions.PickListElement<UnityEngine.Keyframe>{}
    613.         class NodeCanvas_Tasks_Actions_PickListElement_Bounds : NodeCanvas.Tasks.Actions.PickListElement<UnityEngine.Bounds>{}
    614.         class NodeCanvas_Tasks_Actions_PickListElement_Color : NodeCanvas.Tasks.Actions.PickListElement<UnityEngine.Color>{}
    615.         class NodeCanvas_Tasks_Actions_PickListElement_Rect : NodeCanvas.Tasks.Actions.PickListElement<UnityEngine.Rect>{}
    616.         class NodeCanvas_Tasks_Actions_PickListElement_ContactPoint : NodeCanvas.Tasks.Actions.PickListElement<UnityEngine.ContactPoint>{}
    617.         class NodeCanvas_Tasks_Actions_PickListElement_ContactPoint2D : NodeCanvas.Tasks.Actions.PickListElement<UnityEngine.ContactPoint2D>{}
    618.         class NodeCanvas_Tasks_Actions_PickListElement_Collision : NodeCanvas.Tasks.Actions.PickListElement<UnityEngine.Collision>{}
    619.         class NodeCanvas_Tasks_Actions_PickListElement_Collision2D : NodeCanvas.Tasks.Actions.PickListElement<UnityEngine.Collision2D>{}
    620.         class NodeCanvas_Tasks_Actions_PickListElement_LayerMask : NodeCanvas.Tasks.Actions.PickListElement<UnityEngine.LayerMask>{}
    621.  
    622.         class NodeCanvas_Tasks_Actions_PickRandomListElement_Boolean : NodeCanvas.Tasks.Actions.PickRandomListElement<System.Boolean>{}
    623.         class NodeCanvas_Tasks_Actions_PickRandomListElement_Single : NodeCanvas.Tasks.Actions.PickRandomListElement<System.Single>{}
    624.         class NodeCanvas_Tasks_Actions_PickRandomListElement_Int32 : NodeCanvas.Tasks.Actions.PickRandomListElement<System.Int32>{}
    625.         class NodeCanvas_Tasks_Actions_PickRandomListElement_Vector2 : NodeCanvas.Tasks.Actions.PickRandomListElement<UnityEngine.Vector2>{}
    626.         class NodeCanvas_Tasks_Actions_PickRandomListElement_Vector3 : NodeCanvas.Tasks.Actions.PickRandomListElement<UnityEngine.Vector3>{}
    627.         class NodeCanvas_Tasks_Actions_PickRandomListElement_Vector4 : NodeCanvas.Tasks.Actions.PickRandomListElement<UnityEngine.Vector4>{}
    628.         class NodeCanvas_Tasks_Actions_PickRandomListElement_Quaternion : NodeCanvas.Tasks.Actions.PickRandomListElement<UnityEngine.Quaternion>{}
    629.         class NodeCanvas_Tasks_Actions_PickRandomListElement_Keyframe : NodeCanvas.Tasks.Actions.PickRandomListElement<UnityEngine.Keyframe>{}
    630.         class NodeCanvas_Tasks_Actions_PickRandomListElement_Bounds : NodeCanvas.Tasks.Actions.PickRandomListElement<UnityEngine.Bounds>{}
    631.         class NodeCanvas_Tasks_Actions_PickRandomListElement_Color : NodeCanvas.Tasks.Actions.PickRandomListElement<UnityEngine.Color>{}
    632.         class NodeCanvas_Tasks_Actions_PickRandomListElement_Rect : NodeCanvas.Tasks.Actions.PickRandomListElement<UnityEngine.Rect>{}
    633.         class NodeCanvas_Tasks_Actions_PickRandomListElement_ContactPoint : NodeCanvas.Tasks.Actions.PickRandomListElement<UnityEngine.ContactPoint>{}
    634.         class NodeCanvas_Tasks_Actions_PickRandomListElement_ContactPoint2D : NodeCanvas.Tasks.Actions.PickRandomListElement<UnityEngine.ContactPoint2D>{}
    635.         class NodeCanvas_Tasks_Actions_PickRandomListElement_Collision : NodeCanvas.Tasks.Actions.PickRandomListElement<UnityEngine.Collision>{}
    636.         class NodeCanvas_Tasks_Actions_PickRandomListElement_Collision2D : NodeCanvas.Tasks.Actions.PickRandomListElement<UnityEngine.Collision2D>{}
    637.         class NodeCanvas_Tasks_Actions_PickRandomListElement_LayerMask : NodeCanvas.Tasks.Actions.PickRandomListElement<UnityEngine.LayerMask>{}
    638.  
    639.         class NodeCanvas_Tasks_Actions_RemoveElementFromList_Boolean : NodeCanvas.Tasks.Actions.RemoveElementFromList<System.Boolean>{}
    640.         class NodeCanvas_Tasks_Actions_RemoveElementFromList_Single : NodeCanvas.Tasks.Actions.RemoveElementFromList<System.Single>{}
    641.         class NodeCanvas_Tasks_Actions_RemoveElementFromList_Int32 : NodeCanvas.Tasks.Actions.RemoveElementFromList<System.Int32>{}
    642.         class NodeCanvas_Tasks_Actions_RemoveElementFromList_Vector2 : NodeCanvas.Tasks.Actions.RemoveElementFromList<UnityEngine.Vector2>{}
    643.         class NodeCanvas_Tasks_Actions_RemoveElementFromList_Vector3 : NodeCanvas.Tasks.Actions.RemoveElementFromList<UnityEngine.Vector3>{}
    644.         class NodeCanvas_Tasks_Actions_RemoveElementFromList_Vector4 : NodeCanvas.Tasks.Actions.RemoveElementFromList<UnityEngine.Vector4>{}
    645.         class NodeCanvas_Tasks_Actions_RemoveElementFromList_Quaternion : NodeCanvas.Tasks.Actions.RemoveElementFromList<UnityEngine.Quaternion>{}
    646.         class NodeCanvas_Tasks_Actions_RemoveElementFromList_Keyframe : NodeCanvas.Tasks.Actions.RemoveElementFromList<UnityEngine.Keyframe>{}
    647.         class NodeCanvas_Tasks_Actions_RemoveElementFromList_Bounds : NodeCanvas.Tasks.Actions.RemoveElementFromList<UnityEngine.Bounds>{}
    648.         class NodeCanvas_Tasks_Actions_RemoveElementFromList_Color : NodeCanvas.Tasks.Actions.RemoveElementFromList<UnityEngine.Color>{}
    649.         class NodeCanvas_Tasks_Actions_RemoveElementFromList_Rect : NodeCanvas.Tasks.Actions.RemoveElementFromList<UnityEngine.Rect>{}
    650.         class NodeCanvas_Tasks_Actions_RemoveElementFromList_ContactPoint : NodeCanvas.Tasks.Actions.RemoveElementFromList<UnityEngine.ContactPoint>{}
    651.         class NodeCanvas_Tasks_Actions_RemoveElementFromList_ContactPoint2D : NodeCanvas.Tasks.Actions.RemoveElementFromList<UnityEngine.ContactPoint2D>{}
    652.         class NodeCanvas_Tasks_Actions_RemoveElementFromList_Collision : NodeCanvas.Tasks.Actions.RemoveElementFromList<UnityEngine.Collision>{}
    653.         class NodeCanvas_Tasks_Actions_RemoveElementFromList_Collision2D : NodeCanvas.Tasks.Actions.RemoveElementFromList<UnityEngine.Collision2D>{}
    654.         class NodeCanvas_Tasks_Actions_RemoveElementFromList_LayerMask : NodeCanvas.Tasks.Actions.RemoveElementFromList<UnityEngine.LayerMask>{}
    655.  
    656.         class NodeCanvas_Tasks_Actions_SendEvent_Boolean : NodeCanvas.Tasks.Actions.SendEvent<System.Boolean>{}
    657.         class NodeCanvas_Tasks_Actions_SendEvent_Single : NodeCanvas.Tasks.Actions.SendEvent<System.Single>{}
    658.         class NodeCanvas_Tasks_Actions_SendEvent_Int32 : NodeCanvas.Tasks.Actions.SendEvent<System.Int32>{}
    659.         class NodeCanvas_Tasks_Actions_SendEvent_Vector2 : NodeCanvas.Tasks.Actions.SendEvent<UnityEngine.Vector2>{}
    660.         class NodeCanvas_Tasks_Actions_SendEvent_Vector3 : NodeCanvas.Tasks.Actions.SendEvent<UnityEngine.Vector3>{}
    661.         class NodeCanvas_Tasks_Actions_SendEvent_Vector4 : NodeCanvas.Tasks.Actions.SendEvent<UnityEngine.Vector4>{}
    662.         class NodeCanvas_Tasks_Actions_SendEvent_Quaternion : NodeCanvas.Tasks.Actions.SendEvent<UnityEngine.Quaternion>{}
    663.         class NodeCanvas_Tasks_Actions_SendEvent_Keyframe : NodeCanvas.Tasks.Actions.SendEvent<UnityEngine.Keyframe>{}
    664.         class NodeCanvas_Tasks_Actions_SendEvent_Bounds : NodeCanvas.Tasks.Actions.SendEvent<UnityEngine.Bounds>{}
    665.         class NodeCanvas_Tasks_Actions_SendEvent_Color : NodeCanvas.Tasks.Actions.SendEvent<UnityEngine.Color>{}
    666.         class NodeCanvas_Tasks_Actions_SendEvent_Rect : NodeCanvas.Tasks.Actions.SendEvent<UnityEngine.Rect>{}
    667.         class NodeCanvas_Tasks_Actions_SendEvent_ContactPoint : NodeCanvas.Tasks.Actions.SendEvent<UnityEngine.ContactPoint>{}
    668.         class NodeCanvas_Tasks_Actions_SendEvent_ContactPoint2D : NodeCanvas.Tasks.Actions.SendEvent<UnityEngine.ContactPoint2D>{}
    669.         class NodeCanvas_Tasks_Actions_SendEvent_Collision : NodeCanvas.Tasks.Actions.SendEvent<UnityEngine.Collision>{}
    670.         class NodeCanvas_Tasks_Actions_SendEvent_Collision2D : NodeCanvas.Tasks.Actions.SendEvent<UnityEngine.Collision2D>{}
    671.         class NodeCanvas_Tasks_Actions_SendEvent_LayerMask : NodeCanvas.Tasks.Actions.SendEvent<UnityEngine.LayerMask>{}
    672.  
    673.         class NodeCanvas_Tasks_Actions_SendMessage_Boolean : NodeCanvas.Tasks.Actions.SendMessage<System.Boolean>{}
    674.         class NodeCanvas_Tasks_Actions_SendMessage_Single : NodeCanvas.Tasks.Actions.SendMessage<System.Single>{}
    675.         class NodeCanvas_Tasks_Actions_SendMessage_Int32 : NodeCanvas.Tasks.Actions.SendMessage<System.Int32>{}
    676.         class NodeCanvas_Tasks_Actions_SendMessage_Vector2 : NodeCanvas.Tasks.Actions.SendMessage<UnityEngine.Vector2>{}
    677.         class NodeCanvas_Tasks_Actions_SendMessage_Vector3 : NodeCanvas.Tasks.Actions.SendMessage<UnityEngine.Vector3>{}
    678.         class NodeCanvas_Tasks_Actions_SendMessage_Vector4 : NodeCanvas.Tasks.Actions.SendMessage<UnityEngine.Vector4>{}
    679.         class NodeCanvas_Tasks_Actions_SendMessage_Quaternion : NodeCanvas.Tasks.Actions.SendMessage<UnityEngine.Quaternion>{}
    680.         class NodeCanvas_Tasks_Actions_SendMessage_Keyframe : NodeCanvas.Tasks.Actions.SendMessage<UnityEngine.Keyframe>{}
    681.         class NodeCanvas_Tasks_Actions_SendMessage_Bounds : NodeCanvas.Tasks.Actions.SendMessage<UnityEngine.Bounds>{}
    682.         class NodeCanvas_Tasks_Actions_SendMessage_Color : NodeCanvas.Tasks.Actions.SendMessage<UnityEngine.Color>{}
    683.         class NodeCanvas_Tasks_Actions_SendMessage_Rect : NodeCanvas.Tasks.Actions.SendMessage<UnityEngine.Rect>{}
    684.         class NodeCanvas_Tasks_Actions_SendMessage_ContactPoint : NodeCanvas.Tasks.Actions.SendMessage<UnityEngine.ContactPoint>{}
    685.         class NodeCanvas_Tasks_Actions_SendMessage_ContactPoint2D : NodeCanvas.Tasks.Actions.SendMessage<UnityEngine.ContactPoint2D>{}
    686.         class NodeCanvas_Tasks_Actions_SendMessage_Collision : NodeCanvas.Tasks.Actions.SendMessage<UnityEngine.Collision>{}
    687.         class NodeCanvas_Tasks_Actions_SendMessage_Collision2D : NodeCanvas.Tasks.Actions.SendMessage<UnityEngine.Collision2D>{}
    688.         class NodeCanvas_Tasks_Actions_SendMessage_LayerMask : NodeCanvas.Tasks.Actions.SendMessage<UnityEngine.LayerMask>{}
    689.  
    690.         class NodeCanvas_Tasks_Actions_SetListElement_Boolean : NodeCanvas.Tasks.Actions.SetListElement<System.Boolean>{}
    691.         class NodeCanvas_Tasks_Actions_SetListElement_Single : NodeCanvas.Tasks.Actions.SetListElement<System.Single>{}
    692.         class NodeCanvas_Tasks_Actions_SetListElement_Int32 : NodeCanvas.Tasks.Actions.SetListElement<System.Int32>{}
    693.         class NodeCanvas_Tasks_Actions_SetListElement_Vector2 : NodeCanvas.Tasks.Actions.SetListElement<UnityEngine.Vector2>{}
    694.         class NodeCanvas_Tasks_Actions_SetListElement_Vector3 : NodeCanvas.Tasks.Actions.SetListElement<UnityEngine.Vector3>{}
    695.         class NodeCanvas_Tasks_Actions_SetListElement_Vector4 : NodeCanvas.Tasks.Actions.SetListElement<UnityEngine.Vector4>{}
    696.         class NodeCanvas_Tasks_Actions_SetListElement_Quaternion : NodeCanvas.Tasks.Actions.SetListElement<UnityEngine.Quaternion>{}
    697.         class NodeCanvas_Tasks_Actions_SetListElement_Keyframe : NodeCanvas.Tasks.Actions.SetListElement<UnityEngine.Keyframe>{}
    698.         class NodeCanvas_Tasks_Actions_SetListElement_Bounds : NodeCanvas.Tasks.Actions.SetListElement<UnityEngine.Bounds>{}
    699.         class NodeCanvas_Tasks_Actions_SetListElement_Color : NodeCanvas.Tasks.Actions.SetListElement<UnityEngine.Color>{}
    700.         class NodeCanvas_Tasks_Actions_SetListElement_Rect : NodeCanvas.Tasks.Actions.SetListElement<UnityEngine.Rect>{}
    701.         class NodeCanvas_Tasks_Actions_SetListElement_ContactPoint : NodeCanvas.Tasks.Actions.SetListElement<UnityEngine.ContactPoint>{}
    702.         class NodeCanvas_Tasks_Actions_SetListElement_ContactPoint2D : NodeCanvas.Tasks.Actions.SetListElement<UnityEngine.ContactPoint2D>{}
    703.         class NodeCanvas_Tasks_Actions_SetListElement_Collision : NodeCanvas.Tasks.Actions.SetListElement<UnityEngine.Collision>{}
    704.         class NodeCanvas_Tasks_Actions_SetListElement_Collision2D : NodeCanvas.Tasks.Actions.SetListElement<UnityEngine.Collision2D>{}
    705.         class NodeCanvas_Tasks_Actions_SetListElement_LayerMask : NodeCanvas.Tasks.Actions.SetListElement<UnityEngine.LayerMask>{}
    706.  
    707.         class NodeCanvas_Tasks_Actions_SetVariable_Boolean : NodeCanvas.Tasks.Actions.SetVariable<System.Boolean>{}
    708.         class NodeCanvas_Tasks_Actions_SetVariable_Single : NodeCanvas.Tasks.Actions.SetVariable<System.Single>{}
    709.         class NodeCanvas_Tasks_Actions_SetVariable_Int32 : NodeCanvas.Tasks.Actions.SetVariable<System.Int32>{}
    710.         class NodeCanvas_Tasks_Actions_SetVariable_Vector2 : NodeCanvas.Tasks.Actions.SetVariable<UnityEngine.Vector2>{}
    711.         class NodeCanvas_Tasks_Actions_SetVariable_Vector3 : NodeCanvas.Tasks.Actions.SetVariable<UnityEngine.Vector3>{}
    712.         class NodeCanvas_Tasks_Actions_SetVariable_Vector4 : NodeCanvas.Tasks.Actions.SetVariable<UnityEngine.Vector4>{}
    713.         class NodeCanvas_Tasks_Actions_SetVariable_Quaternion : NodeCanvas.Tasks.Actions.SetVariable<UnityEngine.Quaternion>{}
    714.         class NodeCanvas_Tasks_Actions_SetVariable_Keyframe : NodeCanvas.Tasks.Actions.SetVariable<UnityEngine.Keyframe>{}
    715.         class NodeCanvas_Tasks_Actions_SetVariable_Bounds : NodeCanvas.Tasks.Actions.SetVariable<UnityEngine.Bounds>{}
    716.         class NodeCanvas_Tasks_Actions_SetVariable_Color : NodeCanvas.Tasks.Actions.SetVariable<UnityEngine.Color>{}
    717.         class NodeCanvas_Tasks_Actions_SetVariable_Rect : NodeCanvas.Tasks.Actions.SetVariable<UnityEngine.Rect>{}
    718.         class NodeCanvas_Tasks_Actions_SetVariable_ContactPoint : NodeCanvas.Tasks.Actions.SetVariable<UnityEngine.ContactPoint>{}
    719.         class NodeCanvas_Tasks_Actions_SetVariable_ContactPoint2D : NodeCanvas.Tasks.Actions.SetVariable<UnityEngine.ContactPoint2D>{}
    720.         class NodeCanvas_Tasks_Actions_SetVariable_Collision : NodeCanvas.Tasks.Actions.SetVariable<UnityEngine.Collision>{}
    721.         class NodeCanvas_Tasks_Actions_SetVariable_Collision2D : NodeCanvas.Tasks.Actions.SetVariable<UnityEngine.Collision2D>{}
    722.         class NodeCanvas_Tasks_Actions_SetVariable_LayerMask : NodeCanvas.Tasks.Actions.SetVariable<UnityEngine.LayerMask>{}
    723.  
    724.         class NodeCanvas_Tasks_Conditions_CheckCSharpEvent_Boolean : NodeCanvas.Tasks.Conditions.CheckCSharpEvent<System.Boolean>{}
    725.         class NodeCanvas_Tasks_Conditions_CheckCSharpEvent_Single : NodeCanvas.Tasks.Conditions.CheckCSharpEvent<System.Single>{}
    726.         class NodeCanvas_Tasks_Conditions_CheckCSharpEvent_Int32 : NodeCanvas.Tasks.Conditions.CheckCSharpEvent<System.Int32>{}
    727.         class NodeCanvas_Tasks_Conditions_CheckCSharpEvent_Vector2 : NodeCanvas.Tasks.Conditions.CheckCSharpEvent<UnityEngine.Vector2>{}
    728.         class NodeCanvas_Tasks_Conditions_CheckCSharpEvent_Vector3 : NodeCanvas.Tasks.Conditions.CheckCSharpEvent<UnityEngine.Vector3>{}
    729.         class NodeCanvas_Tasks_Conditions_CheckCSharpEvent_Vector4 : NodeCanvas.Tasks.Conditions.CheckCSharpEvent<UnityEngine.Vector4>{}
    730.         class NodeCanvas_Tasks_Conditions_CheckCSharpEvent_Quaternion : NodeCanvas.Tasks.Conditions.CheckCSharpEvent<UnityEngine.Quaternion>{}
    731.         class NodeCanvas_Tasks_Conditions_CheckCSharpEvent_Keyframe : NodeCanvas.Tasks.Conditions.CheckCSharpEvent<UnityEngine.Keyframe>{}
    732.         class NodeCanvas_Tasks_Conditions_CheckCSharpEvent_Bounds : NodeCanvas.Tasks.Conditions.CheckCSharpEvent<UnityEngine.Bounds>{}
    733.         class NodeCanvas_Tasks_Conditions_CheckCSharpEvent_Color : NodeCanvas.Tasks.Conditions.CheckCSharpEvent<UnityEngine.Color>{}
    734.         class NodeCanvas_Tasks_Conditions_CheckCSharpEvent_Rect : NodeCanvas.Tasks.Conditions.CheckCSharpEvent<UnityEngine.Rect>{}
    735.         class NodeCanvas_Tasks_Conditions_CheckCSharpEvent_ContactPoint : NodeCanvas.Tasks.Conditions.CheckCSharpEvent<UnityEngine.ContactPoint>{}
    736.         class NodeCanvas_Tasks_Conditions_CheckCSharpEvent_ContactPoint2D : NodeCanvas.Tasks.Conditions.CheckCSharpEvent<UnityEngine.ContactPoint2D>{}
    737.         class NodeCanvas_Tasks_Conditions_CheckCSharpEvent_Collision : NodeCanvas.Tasks.Conditions.CheckCSharpEvent<UnityEngine.Collision>{}
    738.         class NodeCanvas_Tasks_Conditions_CheckCSharpEvent_Collision2D : NodeCanvas.Tasks.Conditions.CheckCSharpEvent<UnityEngine.Collision2D>{}
    739.         class NodeCanvas_Tasks_Conditions_CheckCSharpEvent_LayerMask : NodeCanvas.Tasks.Conditions.CheckCSharpEvent<UnityEngine.LayerMask>{}
    740.  
    741.         class NodeCanvas_Tasks_Conditions_CheckEvent_Boolean : NodeCanvas.Tasks.Conditions.CheckEvent<System.Boolean>{}
    742.         class NodeCanvas_Tasks_Conditions_CheckEvent_Single : NodeCanvas.Tasks.Conditions.CheckEvent<System.Single>{}
    743.         class NodeCanvas_Tasks_Conditions_CheckEvent_Int32 : NodeCanvas.Tasks.Conditions.CheckEvent<System.Int32>{}
    744.         class NodeCanvas_Tasks_Conditions_CheckEvent_Vector2 : NodeCanvas.Tasks.Conditions.CheckEvent<UnityEngine.Vector2>{}
    745.         class NodeCanvas_Tasks_Conditions_CheckEvent_Vector3 : NodeCanvas.Tasks.Conditions.CheckEvent<UnityEngine.Vector3>{}
    746.         class NodeCanvas_Tasks_Conditions_CheckEvent_Vector4 : NodeCanvas.Tasks.Conditions.CheckEvent<UnityEngine.Vector4>{}
    747.         class NodeCanvas_Tasks_Conditions_CheckEvent_Quaternion : NodeCanvas.Tasks.Conditions.CheckEvent<UnityEngine.Quaternion>{}
    748.         class NodeCanvas_Tasks_Conditions_CheckEvent_Keyframe : NodeCanvas.Tasks.Conditions.CheckEvent<UnityEngine.Keyframe>{}
    749.         class NodeCanvas_Tasks_Conditions_CheckEvent_Bounds : NodeCanvas.Tasks.Conditions.CheckEvent<UnityEngine.Bounds>{}
    750.         class NodeCanvas_Tasks_Conditions_CheckEvent_Color : NodeCanvas.Tasks.Conditions.CheckEvent<UnityEngine.Color>{}
    751.         class NodeCanvas_Tasks_Conditions_CheckEvent_Rect : NodeCanvas.Tasks.Conditions.CheckEvent<UnityEngine.Rect>{}
    752.         class NodeCanvas_Tasks_Conditions_CheckEvent_ContactPoint : NodeCanvas.Tasks.Conditions.CheckEvent<UnityEngine.ContactPoint>{}
    753.         class NodeCanvas_Tasks_Conditions_CheckEvent_ContactPoint2D : NodeCanvas.Tasks.Conditions.CheckEvent<UnityEngine.ContactPoint2D>{}
    754.         class NodeCanvas_Tasks_Conditions_CheckEvent_Collision : NodeCanvas.Tasks.Conditions.CheckEvent<UnityEngine.Collision>{}
    755.         class NodeCanvas_Tasks_Conditions_CheckEvent_Collision2D : NodeCanvas.Tasks.Conditions.CheckEvent<UnityEngine.Collision2D>{}
    756.         class NodeCanvas_Tasks_Conditions_CheckEvent_LayerMask : NodeCanvas.Tasks.Conditions.CheckEvent<UnityEngine.LayerMask>{}
    757.  
    758.         class NodeCanvas_Tasks_Conditions_CheckStaticCSharpEvent_Boolean : NodeCanvas.Tasks.Conditions.CheckStaticCSharpEvent<System.Boolean>{}
    759.         class NodeCanvas_Tasks_Conditions_CheckStaticCSharpEvent_Single : NodeCanvas.Tasks.Conditions.CheckStaticCSharpEvent<System.Single>{}
    760.         class NodeCanvas_Tasks_Conditions_CheckStaticCSharpEvent_Int32 : NodeCanvas.Tasks.Conditions.CheckStaticCSharpEvent<System.Int32>{}
    761.         class NodeCanvas_Tasks_Conditions_CheckStaticCSharpEvent_Vector2 : NodeCanvas.Tasks.Conditions.CheckStaticCSharpEvent<UnityEngine.Vector2>{}
    762.         class NodeCanvas_Tasks_Conditions_CheckStaticCSharpEvent_Vector3 : NodeCanvas.Tasks.Conditions.CheckStaticCSharpEvent<UnityEngine.Vector3>{}
    763.         class NodeCanvas_Tasks_Conditions_CheckStaticCSharpEvent_Vector4 : NodeCanvas.Tasks.Conditions.CheckStaticCSharpEvent<UnityEngine.Vector4>{}
    764.         class NodeCanvas_Tasks_Conditions_CheckStaticCSharpEvent_Quaternion : NodeCanvas.Tasks.Conditions.CheckStaticCSharpEvent<UnityEngine.Quaternion>{}
    765.         class NodeCanvas_Tasks_Conditions_CheckStaticCSharpEvent_Keyframe : NodeCanvas.Tasks.Conditions.CheckStaticCSharpEvent<UnityEngine.Keyframe>{}
    766.         class NodeCanvas_Tasks_Conditions_CheckStaticCSharpEvent_Bounds : NodeCanvas.Tasks.Conditions.CheckStaticCSharpEvent<UnityEngine.Bounds>{}
    767.         class NodeCanvas_Tasks_Conditions_CheckStaticCSharpEvent_Color : NodeCanvas.Tasks.Conditions.CheckStaticCSharpEvent<UnityEngine.Color>{}
    768.         class NodeCanvas_Tasks_Conditions_CheckStaticCSharpEvent_Rect : NodeCanvas.Tasks.Conditions.CheckStaticCSharpEvent<UnityEngine.Rect>{}
    769.         class NodeCanvas_Tasks_Conditions_CheckStaticCSharpEvent_ContactPoint : NodeCanvas.Tasks.Conditions.CheckStaticCSharpEvent<UnityEngine.ContactPoint>{}
    770.         class NodeCanvas_Tasks_Conditions_CheckStaticCSharpEvent_ContactPoint2D : NodeCanvas.Tasks.Conditions.CheckStaticCSharpEvent<UnityEngine.ContactPoint2D>{}
    771.         class NodeCanvas_Tasks_Conditions_CheckStaticCSharpEvent_Collision : NodeCanvas.Tasks.Conditions.CheckStaticCSharpEvent<UnityEngine.Collision>{}
    772.         class NodeCanvas_Tasks_Conditions_CheckStaticCSharpEvent_Collision2D : NodeCanvas.Tasks.Conditions.CheckStaticCSharpEvent<UnityEngine.Collision2D>{}
    773.         class NodeCanvas_Tasks_Conditions_CheckStaticCSharpEvent_LayerMask : NodeCanvas.Tasks.Conditions.CheckStaticCSharpEvent<UnityEngine.LayerMask>{}
    774.  
    775.         class NodeCanvas_Tasks_Conditions_CheckVariable_Boolean : NodeCanvas.Tasks.Conditions.CheckVariable<System.Boolean>{}
    776.         class NodeCanvas_Tasks_Conditions_CheckVariable_Single : NodeCanvas.Tasks.Conditions.CheckVariable<System.Single>{}
    777.         class NodeCanvas_Tasks_Conditions_CheckVariable_Int32 : NodeCanvas.Tasks.Conditions.CheckVariable<System.Int32>{}
    778.         class NodeCanvas_Tasks_Conditions_CheckVariable_Vector2 : NodeCanvas.Tasks.Conditions.CheckVariable<UnityEngine.Vector2>{}
    779.         class NodeCanvas_Tasks_Conditions_CheckVariable_Vector3 : NodeCanvas.Tasks.Conditions.CheckVariable<UnityEngine.Vector3>{}
    780.         class NodeCanvas_Tasks_Conditions_CheckVariable_Vector4 : NodeCanvas.Tasks.Conditions.CheckVariable<UnityEngine.Vector4>{}
    781.         class NodeCanvas_Tasks_Conditions_CheckVariable_Quaternion : NodeCanvas.Tasks.Conditions.CheckVariable<UnityEngine.Quaternion>{}
    782.         class NodeCanvas_Tasks_Conditions_CheckVariable_Keyframe : NodeCanvas.Tasks.Conditions.CheckVariable<UnityEngine.Keyframe>{}
    783.         class NodeCanvas_Tasks_Conditions_CheckVariable_Bounds : NodeCanvas.Tasks.Conditions.CheckVariable<UnityEngine.Bounds>{}
    784.         class NodeCanvas_Tasks_Conditions_CheckVariable_Color : NodeCanvas.Tasks.Conditions.CheckVariable<UnityEngine.Color>{}
    785.         class NodeCanvas_Tasks_Conditions_CheckVariable_Rect : NodeCanvas.Tasks.Conditions.CheckVariable<UnityEngine.Rect>{}
    786.         class NodeCanvas_Tasks_Conditions_CheckVariable_ContactPoint : NodeCanvas.Tasks.Conditions.CheckVariable<UnityEngine.ContactPoint>{}
    787.         class NodeCanvas_Tasks_Conditions_CheckVariable_ContactPoint2D : NodeCanvas.Tasks.Conditions.CheckVariable<UnityEngine.ContactPoint2D>{}
    788.         class NodeCanvas_Tasks_Conditions_CheckVariable_Collision : NodeCanvas.Tasks.Conditions.CheckVariable<UnityEngine.Collision>{}
    789.         class NodeCanvas_Tasks_Conditions_CheckVariable_Collision2D : NodeCanvas.Tasks.Conditions.CheckVariable<UnityEngine.Collision2D>{}
    790.         class NodeCanvas_Tasks_Conditions_CheckVariable_LayerMask : NodeCanvas.Tasks.Conditions.CheckVariable<UnityEngine.LayerMask>{}
    791.  
    792.         class NodeCanvas_Tasks_Conditions_ListContainsElement_Boolean : NodeCanvas.Tasks.Conditions.ListContainsElement<System.Boolean>{}
    793.         class NodeCanvas_Tasks_Conditions_ListContainsElement_Single : NodeCanvas.Tasks.Conditions.ListContainsElement<System.Single>{}
    794.         class NodeCanvas_Tasks_Conditions_ListContainsElement_Int32 : NodeCanvas.Tasks.Conditions.ListContainsElement<System.Int32>{}
    795.         class NodeCanvas_Tasks_Conditions_ListContainsElement_Vector2 : NodeCanvas.Tasks.Conditions.ListContainsElement<UnityEngine.Vector2>{}
    796.         class NodeCanvas_Tasks_Conditions_ListContainsElement_Vector3 : NodeCanvas.Tasks.Conditions.ListContainsElement<UnityEngine.Vector3>{}
    797.         class NodeCanvas_Tasks_Conditions_ListContainsElement_Vector4 : NodeCanvas.Tasks.Conditions.ListContainsElement<UnityEngine.Vector4>{}
    798.         class NodeCanvas_Tasks_Conditions_ListContainsElement_Quaternion : NodeCanvas.Tasks.Conditions.ListContainsElement<UnityEngine.Quaternion>{}
    799.         class NodeCanvas_Tasks_Conditions_ListContainsElement_Keyframe : NodeCanvas.Tasks.Conditions.ListContainsElement<UnityEngine.Keyframe>{}
    800.         class NodeCanvas_Tasks_Conditions_ListContainsElement_Bounds : NodeCanvas.Tasks.Conditions.ListContainsElement<UnityEngine.Bounds>{}
    801.         class NodeCanvas_Tasks_Conditions_ListContainsElement_Color : NodeCanvas.Tasks.Conditions.ListContainsElement<UnityEngine.Color>{}
    802.         class NodeCanvas_Tasks_Conditions_ListContainsElement_Rect : NodeCanvas.Tasks.Conditions.ListContainsElement<UnityEngine.Rect>{}
    803.         class NodeCanvas_Tasks_Conditions_ListContainsElement_ContactPoint : NodeCanvas.Tasks.Conditions.ListContainsElement<UnityEngine.ContactPoint>{}
    804.         class NodeCanvas_Tasks_Conditions_ListContainsElement_ContactPoint2D : NodeCanvas.Tasks.Conditions.ListContainsElement<UnityEngine.ContactPoint2D>{}
    805.         class NodeCanvas_Tasks_Conditions_ListContainsElement_Collision : NodeCanvas.Tasks.Conditions.ListContainsElement<UnityEngine.Collision>{}
    806.         class NodeCanvas_Tasks_Conditions_ListContainsElement_Collision2D : NodeCanvas.Tasks.Conditions.ListContainsElement<UnityEngine.Collision2D>{}
    807.         class NodeCanvas_Tasks_Conditions_ListContainsElement_LayerMask : NodeCanvas.Tasks.Conditions.ListContainsElement<UnityEngine.LayerMask>{}
    808.  
    809.         void FlowCanvas_FlowNode_AddValueInput_1() {
    810.             FlowCanvas.FlowNode _FlowNode = null;
    811.             _FlowNode.AddValueInput<System.Boolean>( (System.String)o, (System.String)o );
    812.             _FlowNode.AddValueInput<System.Single>( (System.String)o, (System.String)o );
    813.             _FlowNode.AddValueInput<System.Int32>( (System.String)o, (System.String)o );
    814.             _FlowNode.AddValueInput<UnityEngine.Vector2>( (System.String)o, (System.String)o );
    815.             _FlowNode.AddValueInput<UnityEngine.Vector3>( (System.String)o, (System.String)o );
    816.             _FlowNode.AddValueInput<UnityEngine.Vector4>( (System.String)o, (System.String)o );
    817.             _FlowNode.AddValueInput<UnityEngine.Quaternion>( (System.String)o, (System.String)o );
    818.             _FlowNode.AddValueInput<UnityEngine.Keyframe>( (System.String)o, (System.String)o );
    819.             _FlowNode.AddValueInput<UnityEngine.Bounds>( (System.String)o, (System.String)o );
    820.             _FlowNode.AddValueInput<UnityEngine.Color>( (System.String)o, (System.String)o );
    821.             _FlowNode.AddValueInput<UnityEngine.Rect>( (System.String)o, (System.String)o );
    822.             _FlowNode.AddValueInput<UnityEngine.ContactPoint>( (System.String)o, (System.String)o );
    823.             _FlowNode.AddValueInput<UnityEngine.ContactPoint2D>( (System.String)o, (System.String)o );
    824.             _FlowNode.AddValueInput<UnityEngine.Collision>( (System.String)o, (System.String)o );
    825.             _FlowNode.AddValueInput<UnityEngine.Collision2D>( (System.String)o, (System.String)o );
    826.             _FlowNode.AddValueInput<UnityEngine.LayerMask>( (System.String)o, (System.String)o );
    827.         }
    828.  
    829.         void FlowCanvas_FlowNode_AddValueOutput_2() {
    830.             FlowCanvas.FlowNode _FlowNode = null;
    831.             _FlowNode.AddValueOutput<System.Boolean>( (System.String)o, (FlowCanvas.ValueHandler<System.Boolean>)o, (System.String)o );
    832.             _FlowNode.AddValueOutput<System.Single>( (System.String)o, (FlowCanvas.ValueHandler<System.Single>)o, (System.String)o );
    833.             _FlowNode.AddValueOutput<System.Int32>( (System.String)o, (FlowCanvas.ValueHandler<System.Int32>)o, (System.String)o );
    834.             _FlowNode.AddValueOutput<UnityEngine.Vector2>( (System.String)o, (FlowCanvas.ValueHandler<UnityEngine.Vector2>)o, (System.String)o );
    835.             _FlowNode.AddValueOutput<UnityEngine.Vector3>( (System.String)o, (FlowCanvas.ValueHandler<UnityEngine.Vector3>)o, (System.String)o );
    836.             _FlowNode.AddValueOutput<UnityEngine.Vector4>( (System.String)o, (FlowCanvas.ValueHandler<UnityEngine.Vector4>)o, (System.String)o );
    837.             _FlowNode.AddValueOutput<UnityEngine.Quaternion>( (System.String)o, (FlowCanvas.ValueHandler<UnityEngine.Quaternion>)o, (System.String)o );
    838.             _FlowNode.AddValueOutput<UnityEngine.Keyframe>( (System.String)o, (FlowCanvas.ValueHandler<UnityEngine.Keyframe>)o, (System.String)o );
    839.             _FlowNode.AddValueOutput<UnityEngine.Bounds>( (System.String)o, (FlowCanvas.ValueHandler<UnityEngine.Bounds>)o, (System.String)o );
    840.             _FlowNode.AddValueOutput<UnityEngine.Color>( (System.String)o, (FlowCanvas.ValueHandler<UnityEngine.Color>)o, (System.String)o );
    841.             _FlowNode.AddValueOutput<UnityEngine.Rect>( (System.String)o, (FlowCanvas.ValueHandler<UnityEngine.Rect>)o, (System.String)o );
    842.             _FlowNode.AddValueOutput<UnityEngine.ContactPoint>( (System.String)o, (FlowCanvas.ValueHandler<UnityEngine.ContactPoint>)o, (System.String)o );
    843.             _FlowNode.AddValueOutput<UnityEngine.ContactPoint2D>( (System.String)o, (FlowCanvas.ValueHandler<UnityEngine.ContactPoint2D>)o, (System.String)o );
    844.             _FlowNode.AddValueOutput<UnityEngine.Collision>( (System.String)o, (FlowCanvas.ValueHandler<UnityEngine.Collision>)o, (System.String)o );
    845.             _FlowNode.AddValueOutput<UnityEngine.Collision2D>( (System.String)o, (FlowCanvas.ValueHandler<UnityEngine.Collision2D>)o, (System.String)o );
    846.             _FlowNode.AddValueOutput<UnityEngine.LayerMask>( (System.String)o, (FlowCanvas.ValueHandler<UnityEngine.LayerMask>)o, (System.String)o );
    847.         }
    848.  
    849.         void FlowCanvas_TypeConverter_GetConverterFuncTo_1() {
    850.             FlowCanvas.TypeConverter.GetConverterFuncTo<System.Boolean>( (System.Type)o, (FlowCanvas.ValueHandler<System.Object>)o );
    851.             FlowCanvas.TypeConverter.GetConverterFuncTo<System.Single>( (System.Type)o, (FlowCanvas.ValueHandler<System.Object>)o );
    852.             FlowCanvas.TypeConverter.GetConverterFuncTo<System.Int32>( (System.Type)o, (FlowCanvas.ValueHandler<System.Object>)o );
    853.             FlowCanvas.TypeConverter.GetConverterFuncTo<UnityEngine.Vector2>( (System.Type)o, (FlowCanvas.ValueHandler<System.Object>)o );
    854.             FlowCanvas.TypeConverter.GetConverterFuncTo<UnityEngine.Vector3>( (System.Type)o, (FlowCanvas.ValueHandler<System.Object>)o );
    855.             FlowCanvas.TypeConverter.GetConverterFuncTo<UnityEngine.Vector4>( (System.Type)o, (FlowCanvas.ValueHandler<System.Object>)o );
    856.             FlowCanvas.TypeConverter.GetConverterFuncTo<UnityEngine.Quaternion>( (System.Type)o, (FlowCanvas.ValueHandler<System.Object>)o );
    857.             FlowCanvas.TypeConverter.GetConverterFuncTo<UnityEngine.Keyframe>( (System.Type)o, (FlowCanvas.ValueHandler<System.Object>)o );
    858.             FlowCanvas.TypeConverter.GetConverterFuncTo<UnityEngine.Bounds>( (System.Type)o, (FlowCanvas.ValueHandler<System.Object>)o );
    859.             FlowCanvas.TypeConverter.GetConverterFuncTo<UnityEngine.Color>( (System.Type)o, (FlowCanvas.ValueHandler<System.Object>)o );
    860.             FlowCanvas.TypeConverter.GetConverterFuncTo<UnityEngine.Rect>( (System.Type)o, (FlowCanvas.ValueHandler<System.Object>)o );
    861.             FlowCanvas.TypeConverter.GetConverterFuncTo<UnityEngine.ContactPoint>( (System.Type)o, (FlowCanvas.ValueHandler<System.Object>)o );
    862.             FlowCanvas.TypeConverter.GetConverterFuncTo<UnityEngine.ContactPoint2D>( (System.Type)o, (FlowCanvas.ValueHandler<System.Object>)o );
    863.             FlowCanvas.TypeConverter.GetConverterFuncTo<UnityEngine.Collision>( (System.Type)o, (FlowCanvas.ValueHandler<System.Object>)o );
    864.             FlowCanvas.TypeConverter.GetConverterFuncTo<UnityEngine.Collision2D>( (System.Type)o, (FlowCanvas.ValueHandler<System.Object>)o );
    865.             FlowCanvas.TypeConverter.GetConverterFuncTo<UnityEngine.LayerMask>( (System.Type)o, (FlowCanvas.ValueHandler<System.Object>)o );
    866.         }
    867.  
    868.         void NodeCanvas_Framework_Graph_SendEvent_1() {
    869.             NodeCanvas.Framework.Graph _Graph = null;
    870.             _Graph.SendEvent<System.Boolean>( (System.String)o, (System.Boolean)o );
    871.             _Graph.SendEvent<System.Single>( (System.String)o, (System.Single)o );
    872.             _Graph.SendEvent<System.Int32>( (System.String)o, (System.Int32)o );
    873.             _Graph.SendEvent<UnityEngine.Vector2>( (System.String)o, (UnityEngine.Vector2)o );
    874.             _Graph.SendEvent<UnityEngine.Vector3>( (System.String)o, (UnityEngine.Vector3)o );
    875.             _Graph.SendEvent<UnityEngine.Vector4>( (System.String)o, (UnityEngine.Vector4)o );
    876.             _Graph.SendEvent<UnityEngine.Quaternion>( (System.String)o, (UnityEngine.Quaternion)o );
    877.             _Graph.SendEvent<UnityEngine.Keyframe>( (System.String)o, (UnityEngine.Keyframe)o );
    878.             _Graph.SendEvent<UnityEngine.Bounds>( (System.String)o, (UnityEngine.Bounds)o );
    879.             _Graph.SendEvent<UnityEngine.Color>( (System.String)o, (UnityEngine.Color)o );
    880.             _Graph.SendEvent<UnityEngine.Rect>( (System.String)o, (UnityEngine.Rect)o );
    881.             _Graph.SendEvent<UnityEngine.ContactPoint>( (System.String)o, (UnityEngine.ContactPoint)o );
    882.             _Graph.SendEvent<UnityEngine.ContactPoint2D>( (System.String)o, (UnityEngine.ContactPoint2D)o );
    883.             _Graph.SendEvent<UnityEngine.Collision>( (System.String)o, (UnityEngine.Collision)o );
    884.             _Graph.SendEvent<UnityEngine.Collision2D>( (System.String)o, (UnityEngine.Collision2D)o );
    885.             _Graph.SendEvent<UnityEngine.LayerMask>( (System.String)o, (UnityEngine.LayerMask)o );
    886.         }
    887.  
    888.         void NodeCanvas_Framework_Graph_SendGlobalEvent_2() {
    889.             NodeCanvas.Framework.Graph.SendGlobalEvent<System.Boolean>( (System.String)o, (System.Boolean)o );
    890.             NodeCanvas.Framework.Graph.SendGlobalEvent<System.Single>( (System.String)o, (System.Single)o );
    891.             NodeCanvas.Framework.Graph.SendGlobalEvent<System.Int32>( (System.String)o, (System.Int32)o );
    892.             NodeCanvas.Framework.Graph.SendGlobalEvent<UnityEngine.Vector2>( (System.String)o, (UnityEngine.Vector2)o );
    893.             NodeCanvas.Framework.Graph.SendGlobalEvent<UnityEngine.Vector3>( (System.String)o, (UnityEngine.Vector3)o );
    894.             NodeCanvas.Framework.Graph.SendGlobalEvent<UnityEngine.Vector4>( (System.String)o, (UnityEngine.Vector4)o );
    895.             NodeCanvas.Framework.Graph.SendGlobalEvent<UnityEngine.Quaternion>( (System.String)o, (UnityEngine.Quaternion)o );
    896.             NodeCanvas.Framework.Graph.SendGlobalEvent<UnityEngine.Keyframe>( (System.String)o, (UnityEngine.Keyframe)o );
    897.             NodeCanvas.Framework.Graph.SendGlobalEvent<UnityEngine.Bounds>( (System.String)o, (UnityEngine.Bounds)o );
    898.             NodeCanvas.Framework.Graph.SendGlobalEvent<UnityEngine.Color>( (System.String)o, (UnityEngine.Color)o );
    899.             NodeCanvas.Framework.Graph.SendGlobalEvent<UnityEngine.Rect>( (System.String)o, (UnityEngine.Rect)o );
    900.             NodeCanvas.Framework.Graph.SendGlobalEvent<UnityEngine.ContactPoint>( (System.String)o, (UnityEngine.ContactPoint)o );
    901.             NodeCanvas.Framework.Graph.SendGlobalEvent<UnityEngine.ContactPoint2D>( (System.String)o, (UnityEngine.ContactPoint2D)o );
    902.             NodeCanvas.Framework.Graph.SendGlobalEvent<UnityEngine.Collision>( (System.String)o, (UnityEngine.Collision)o );
    903.             NodeCanvas.Framework.Graph.SendGlobalEvent<UnityEngine.Collision2D>( (System.String)o, (UnityEngine.Collision2D)o );
    904.             NodeCanvas.Framework.Graph.SendGlobalEvent<UnityEngine.LayerMask>( (System.String)o, (UnityEngine.LayerMask)o );
    905.         }
    906.  
    907.         void NodeCanvas_Framework_GraphOwner_SendEvent_1() {
    908.             NodeCanvas.Framework.GraphOwner _GraphOwner = null;
    909.             _GraphOwner.SendEvent<System.Boolean>( (System.String)o, (System.Boolean)o );
    910.             _GraphOwner.SendEvent<System.Single>( (System.String)o, (System.Single)o );
    911.             _GraphOwner.SendEvent<System.Int32>( (System.String)o, (System.Int32)o );
    912.             _GraphOwner.SendEvent<UnityEngine.Vector2>( (System.String)o, (UnityEngine.Vector2)o );
    913.             _GraphOwner.SendEvent<UnityEngine.Vector3>( (System.String)o, (UnityEngine.Vector3)o );
    914.             _GraphOwner.SendEvent<UnityEngine.Vector4>( (System.String)o, (UnityEngine.Vector4)o );
    915.             _GraphOwner.SendEvent<UnityEngine.Quaternion>( (System.String)o, (UnityEngine.Quaternion)o );
    916.             _GraphOwner.SendEvent<UnityEngine.Keyframe>( (System.String)o, (UnityEngine.Keyframe)o );
    917.             _GraphOwner.SendEvent<UnityEngine.Bounds>( (System.String)o, (UnityEngine.Bounds)o );
    918.             _GraphOwner.SendEvent<UnityEngine.Color>( (System.String)o, (UnityEngine.Color)o );
    919.             _GraphOwner.SendEvent<UnityEngine.Rect>( (System.String)o, (UnityEngine.Rect)o );
    920.             _GraphOwner.SendEvent<UnityEngine.ContactPoint>( (System.String)o, (UnityEngine.ContactPoint)o );
    921.             _GraphOwner.SendEvent<UnityEngine.ContactPoint2D>( (System.String)o, (UnityEngine.ContactPoint2D)o );
    922.             _GraphOwner.SendEvent<UnityEngine.Collision>( (System.String)o, (UnityEngine.Collision)o );
    923.             _GraphOwner.SendEvent<UnityEngine.Collision2D>( (System.String)o, (UnityEngine.Collision2D)o );
    924.             _GraphOwner.SendEvent<UnityEngine.LayerMask>( (System.String)o, (UnityEngine.LayerMask)o );
    925.         }
    926.  
    927.         void NodeCanvas_Framework_GraphOwner_SendGlobalEvent_2() {
    928.             NodeCanvas.Framework.GraphOwner.SendGlobalEvent<System.Boolean>( (System.String)o, (System.Boolean)o );
    929.             NodeCanvas.Framework.GraphOwner.SendGlobalEvent<System.Single>( (System.String)o, (System.Single)o );
    930.             NodeCanvas.Framework.GraphOwner.SendGlobalEvent<System.Int32>( (System.String)o, (System.Int32)o );
    931.             NodeCanvas.Framework.GraphOwner.SendGlobalEvent<UnityEngine.Vector2>( (System.String)o, (UnityEngine.Vector2)o );
    932.             NodeCanvas.Framework.GraphOwner.SendGlobalEvent<UnityEngine.Vector3>( (System.String)o, (UnityEngine.Vector3)o );
    933.             NodeCanvas.Framework.GraphOwner.SendGlobalEvent<UnityEngine.Vector4>( (System.String)o, (UnityEngine.Vector4)o );
    934.             NodeCanvas.Framework.GraphOwner.SendGlobalEvent<UnityEngine.Quaternion>( (System.String)o, (UnityEngine.Quaternion)o );
    935.             NodeCanvas.Framework.GraphOwner.SendGlobalEvent<UnityEngine.Keyframe>( (System.String)o, (UnityEngine.Keyframe)o );
    936.             NodeCanvas.Framework.GraphOwner.SendGlobalEvent<UnityEngine.Bounds>( (System.String)o, (UnityEngine.Bounds)o );
    937.             NodeCanvas.Framework.GraphOwner.SendGlobalEvent<UnityEngine.Color>( (System.String)o, (UnityEngine.Color)o );
    938.             NodeCanvas.Framework.GraphOwner.SendGlobalEvent<UnityEngine.Rect>( (System.String)o, (UnityEngine.Rect)o );
    939.             NodeCanvas.Framework.GraphOwner.SendGlobalEvent<UnityEngine.ContactPoint>( (System.String)o, (UnityEngine.ContactPoint)o );
    940.             NodeCanvas.Framework.GraphOwner.SendGlobalEvent<UnityEngine.ContactPoint2D>( (System.String)o, (UnityEngine.ContactPoint2D)o );
    941.             NodeCanvas.Framework.GraphOwner.SendGlobalEvent<UnityEngine.Collision>( (System.String)o, (UnityEngine.Collision)o );
    942.             NodeCanvas.Framework.GraphOwner.SendGlobalEvent<UnityEngine.Collision2D>( (System.String)o, (UnityEngine.Collision2D)o );
    943.             NodeCanvas.Framework.GraphOwner.SendGlobalEvent<UnityEngine.LayerMask>( (System.String)o, (UnityEngine.LayerMask)o );
    944.         }
    945.  
    946.         void NodeCanvas_Framework_IBlackboard_GetVariable_1() {
    947.             NodeCanvas.Framework.IBlackboard _IBlackboard = null;
    948.             _IBlackboard.GetVariable<System.Boolean>( (System.String)o );
    949.             _IBlackboard.GetVariable<System.Single>( (System.String)o );
    950.             _IBlackboard.GetVariable<System.Int32>( (System.String)o );
    951.             _IBlackboard.GetVariable<UnityEngine.Vector2>( (System.String)o );
    952.             _IBlackboard.GetVariable<UnityEngine.Vector3>( (System.String)o );
    953.             _IBlackboard.GetVariable<UnityEngine.Vector4>( (System.String)o );
    954.             _IBlackboard.GetVariable<UnityEngine.Quaternion>( (System.String)o );
    955.             _IBlackboard.GetVariable<UnityEngine.Keyframe>( (System.String)o );
    956.             _IBlackboard.GetVariable<UnityEngine.Bounds>( (System.String)o );
    957.             _IBlackboard.GetVariable<UnityEngine.Color>( (System.String)o );
    958.             _IBlackboard.GetVariable<UnityEngine.Rect>( (System.String)o );
    959.             _IBlackboard.GetVariable<UnityEngine.ContactPoint>( (System.String)o );
    960.             _IBlackboard.GetVariable<UnityEngine.ContactPoint2D>( (System.String)o );
    961.             _IBlackboard.GetVariable<UnityEngine.Collision>( (System.String)o );
    962.             _IBlackboard.GetVariable<UnityEngine.Collision2D>( (System.String)o );
    963.             _IBlackboard.GetVariable<UnityEngine.LayerMask>( (System.String)o );
    964.         }
    965.  
    966.         void NodeCanvas_Framework_IBlackboard_GetValue_2() {
    967.             NodeCanvas.Framework.IBlackboard _IBlackboard = null;
    968.             _IBlackboard.GetValue<System.Boolean>( (System.String)o );
    969.             _IBlackboard.GetValue<System.Single>( (System.String)o );
    970.             _IBlackboard.GetValue<System.Int32>( (System.String)o );
    971.             _IBlackboard.GetValue<UnityEngine.Vector2>( (System.String)o );
    972.             _IBlackboard.GetValue<UnityEngine.Vector3>( (System.String)o );
    973.             _IBlackboard.GetValue<UnityEngine.Vector4>( (System.String)o );
    974.             _IBlackboard.GetValue<UnityEngine.Quaternion>( (System.String)o );
    975.             _IBlackboard.GetValue<UnityEngine.Keyframe>( (System.String)o );
    976.             _IBlackboard.GetValue<UnityEngine.Bounds>( (System.String)o );
    977.             _IBlackboard.GetValue<UnityEngine.Color>( (System.String)o );
    978.             _IBlackboard.GetValue<UnityEngine.Rect>( (System.String)o );
    979.             _IBlackboard.GetValue<UnityEngine.ContactPoint>( (System.String)o );
    980.             _IBlackboard.GetValue<UnityEngine.ContactPoint2D>( (System.String)o );
    981.             _IBlackboard.GetValue<UnityEngine.Collision>( (System.String)o );
    982.             _IBlackboard.GetValue<UnityEngine.Collision2D>( (System.String)o );
    983.             _IBlackboard.GetValue<UnityEngine.LayerMask>( (System.String)o );
    984.         }
    985.  
    986.         void CustomSpoof(){
    987.             System.Action<System.Boolean> Action_Boolean;
    988.             System.Func<System.Boolean> Func_Boolean;
    989.             System.Collections.Generic.IList<System.Boolean> List_Boolean;
    990.             System.Collections.Generic.IDictionary<System.String, System.Boolean> Dict_Boolean;
    991.             System.Action<System.Single> Action_Single;
    992.             System.Func<System.Single> Func_Single;
    993.             System.Collections.Generic.IList<System.Single> List_Single;
    994.             System.Collections.Generic.IDictionary<System.String, System.Single> Dict_Single;
    995.             System.Action<System.Int32> Action_Int32;
    996.             System.Func<System.Int32> Func_Int32;
    997.             System.Collections.Generic.IList<System.Int32> List_Int32;
    998.             System.Collections.Generic.IDictionary<System.String, System.Int32> Dict_Int32;
    999.             System.Action<UnityEngine.Vector2> Action_Vector2;
    1000.             System.Func<UnityEngine.Vector2> Func_Vector2;
    1001.             System.Collections.Generic.IList<UnityEngine.Vector2> List_Vector2;
    1002.             System.Collections.Generic.IDictionary<System.String, UnityEngine.Vector2> Dict_Vector2;
    1003.             System.Action<UnityEngine.Vector3> Action_Vector3;
    1004.             System.Func<UnityEngine.Vector3> Func_Vector3;
    1005.             System.Collections.Generic.IList<UnityEngine.Vector3> List_Vector3;
    1006.             System.Collections.Generic.IDictionary<System.String, UnityEngine.Vector3> Dict_Vector3;
    1007.             System.Action<UnityEngine.Vector4> Action_Vector4;
    1008.             System.Func<UnityEngine.Vector4> Func_Vector4;
    1009.             System.Collections.Generic.IList<UnityEngine.Vector4> List_Vector4;
    1010.             System.Collections.Generic.IDictionary<System.String, UnityEngine.Vector4> Dict_Vector4;
    1011.             System.Action<UnityEngine.Quaternion> Action_Quaternion;
    1012.             System.Func<UnityEngine.Quaternion> Func_Quaternion;
    1013.             System.Collections.Generic.IList<UnityEngine.Quaternion> List_Quaternion;
    1014.             System.Collections.Generic.IDictionary<System.String, UnityEngine.Quaternion> Dict_Quaternion;
    1015.             System.Action<UnityEngine.Keyframe> Action_Keyframe;
    1016.             System.Func<UnityEngine.Keyframe> Func_Keyframe;
    1017.             System.Collections.Generic.IList<UnityEngine.Keyframe> List_Keyframe;
    1018.             System.Collections.Generic.IDictionary<System.String, UnityEngine.Keyframe> Dict_Keyframe;
    1019.             System.Action<UnityEngine.Bounds> Action_Bounds;
    1020.             System.Func<UnityEngine.Bounds> Func_Bounds;
    1021.             System.Collections.Generic.IList<UnityEngine.Bounds> List_Bounds;
    1022.             System.Collections.Generic.IDictionary<System.String, UnityEngine.Bounds> Dict_Bounds;
    1023.             System.Action<UnityEngine.Color> Action_Color;
    1024.             System.Func<UnityEngine.Color> Func_Color;
    1025.             System.Collections.Generic.IList<UnityEngine.Color> List_Color;
    1026.             System.Collections.Generic.IDictionary<System.String, UnityEngine.Color> Dict_Color;
    1027.             System.Action<UnityEngine.Rect> Action_Rect;
    1028.             System.Func<UnityEngine.Rect> Func_Rect;
    1029.             System.Collections.Generic.IList<UnityEngine.Rect> List_Rect;
    1030.             System.Collections.Generic.IDictionary<System.String, UnityEngine.Rect> Dict_Rect;
    1031.             System.Action<UnityEngine.ContactPoint> Action_ContactPoint;
    1032.             System.Func<UnityEngine.ContactPoint> Func_ContactPoint;
    1033.             System.Collections.Generic.IList<UnityEngine.ContactPoint> List_ContactPoint;
    1034.             System.Collections.Generic.IDictionary<System.String, UnityEngine.ContactPoint> Dict_ContactPoint;
    1035.             System.Action<UnityEngine.ContactPoint2D> Action_ContactPoint2D;
    1036.             System.Func<UnityEngine.ContactPoint2D> Func_ContactPoint2D;
    1037.             System.Collections.Generic.IList<UnityEngine.ContactPoint2D> List_ContactPoint2D;
    1038.             System.Collections.Generic.IDictionary<System.String, UnityEngine.ContactPoint2D> Dict_ContactPoint2D;
    1039.             System.Action<UnityEngine.Collision> Action_Collision;
    1040.             System.Func<UnityEngine.Collision> Func_Collision;
    1041.             System.Collections.Generic.IList<UnityEngine.Collision> List_Collision;
    1042.             System.Collections.Generic.IDictionary<System.String, UnityEngine.Collision> Dict_Collision;
    1043.             System.Action<UnityEngine.Collision2D> Action_Collision2D;
    1044.             System.Func<UnityEngine.Collision2D> Func_Collision2D;
    1045.             System.Collections.Generic.IList<UnityEngine.Collision2D> List_Collision2D;
    1046.             System.Collections.Generic.IDictionary<System.String, UnityEngine.Collision2D> Dict_Collision2D;
    1047.             System.Action<UnityEngine.LayerMask> Action_LayerMask;
    1048.             System.Func<UnityEngine.LayerMask> Func_LayerMask;
    1049.             System.Collections.Generic.IList<UnityEngine.LayerMask> List_LayerMask;
    1050.             System.Collections.Generic.IDictionary<System.String, UnityEngine.LayerMask> Dict_LayerMask;
    1051.         }
    1052.     }
    1053. }
    1054.  
    1055. //737 Classes | 144 Methods
    1056. #pragma warning restore 0219, 0168, 0612
    The content of ReflectedMethodNodeWrapper.cs corresponds to the code given.
     
  20. GamerPET

    GamerPET

    Joined:
    Dec 25, 2013
    Posts:
    370
    Hey Nuv,

    basically the next thing that I'm trying to accomplish is this:

    1. I have unlimited number of segments. Each segment is made of 5 blocks.
    2. The player moves on those blocks.
    3. When a player finishes moving on that block I want it to sent an event to that block... like "DOOD I'm ON YOU!"

    Right now everything is "in space" however I have 2 variables. currentPlayerPosition that stores the exact number where the player is & totalAvailableBlocks.

    So if I know that I have 20 blocks... that means that I have 4 segments. If the currentPlayerPosition = 7 that means that I'm on 2nd Segment 2nd Block.

    Now I need to actually get my variable and somehow find the exact block that I'm on.

    Btw, soon I will make those blocks prefabs and I will make a "Segment" script. That script will have 5 GameObj Variables where I can just drag & drop the blocks that I want that segment to have. That script will also make sure to position the blocks in space. But this is a thing for later :D
     
  21. lugard

    lugard

    Joined:
    Nov 27, 2015
    Posts:
    21
    I am under Unity 5.x.
    AOTDummy.cs file is generated
    Code (CSharp):
    1. #pragma warning disable 0219, 0168, 0612
    2. namespace NodeCanvas.Framework.Internal{
    3.  
    4.     //Auto generated classes for AOT support, where using undeclared generic classes with value types is limited. These are not actualy used but rather just declared for the compiler
    5.     class AOTDummy{
    6.  
    7.         object o = null;
    8.         class FlowCanvas_BinderConnection_Boolean : FlowCanvas.BinderConnection<System.Boolean>{}
    9.         class FlowCanvas_BinderConnection_Single : FlowCanvas.BinderConnection<System.Single>{}
    10.         class FlowCanvas_BinderConnection_Int32 : FlowCanvas.BinderConnection<System.Int32>{}
    11.         class FlowCanvas_BinderConnection_Vector2 : FlowCanvas.BinderConnection<UnityEngine.Vector2>{}
    12.         class FlowCanvas_BinderConnection_Vector3 : FlowCanvas.BinderConnection<UnityEngine.Vector3>{}
    13.         class FlowCanvas_BinderConnection_Vector4 : FlowCanvas.BinderConnection<UnityEngine.Vector4>{}
    14.         class FlowCanvas_BinderConnection_Quaternion : FlowCanvas.BinderConnection<UnityEngine.Quaternion>{}
    15.         class FlowCanvas_BinderConnection_Keyframe : FlowCanvas.BinderConnection<UnityEngine.Keyframe>{}
    16.         class FlowCanvas_BinderConnection_Bounds : FlowCanvas.BinderConnection<UnityEngine.Bounds>{}
    17.         class FlowCanvas_BinderConnection_Color : FlowCanvas.BinderConnection<UnityEngine.Color>{}
    18.         class FlowCanvas_BinderConnection_Rect : FlowCanvas.BinderConnection<UnityEngine.Rect>{}
    19.         class FlowCanvas_BinderConnection_ContactPoint : FlowCanvas.BinderConnection<UnityEngine.ContactPoint>{}
    20.         class FlowCanvas_BinderConnection_ContactPoint2D : FlowCanvas.BinderConnection<UnityEngine.ContactPoint2D>{}
    21.         class FlowCanvas_BinderConnection_Collision : FlowCanvas.BinderConnection<UnityEngine.Collision>{}
    22.         class FlowCanvas_BinderConnection_Collision2D : FlowCanvas.BinderConnection<UnityEngine.Collision2D>{}
    23.         class FlowCanvas_BinderConnection_LayerMask : FlowCanvas.BinderConnection<UnityEngine.LayerMask>{}
    24.  
    25.         void FlowCanvas_ValueHandler_Delegate(){
    26.             FlowCanvas.ValueHandler<System.Boolean> _ValueHandler_Boolean = null;
    27.             FlowCanvas.ValueHandler<System.Single> _ValueHandler_Single = null;
    28.             FlowCanvas.ValueHandler<System.Int32> _ValueHandler_Int32 = null;
    29.             FlowCanvas.ValueHandler<UnityEngine.Vector2> _ValueHandler_Vector2 = null;
    30.             FlowCanvas.ValueHandler<UnityEngine.Vector3> _ValueHandler_Vector3 = null;
    31.             FlowCanvas.ValueHandler<UnityEngine.Vector4> _ValueHandler_Vector4 = null;
    32.             FlowCanvas.ValueHandler<UnityEngine.Quaternion> _ValueHandler_Quaternion = null;
    33.             FlowCanvas.ValueHandler<UnityEngine.Keyframe> _ValueHandler_Keyframe = null;
    34.             FlowCanvas.ValueHandler<UnityEngine.Bounds> _ValueHandler_Bounds = null;
    35.             FlowCanvas.ValueHandler<UnityEngine.Color> _ValueHandler_Color = null;
    36.             FlowCanvas.ValueHandler<UnityEngine.Rect> _ValueHandler_Rect = null;
    37.             FlowCanvas.ValueHandler<UnityEngine.ContactPoint> _ValueHandler_ContactPoint = null;
    38.             FlowCanvas.ValueHandler<UnityEngine.ContactPoint2D> _ValueHandler_ContactPoint2D = null;
    39.             FlowCanvas.ValueHandler<UnityEngine.Collision> _ValueHandler_Collision = null;
    40.             FlowCanvas.ValueHandler<UnityEngine.Collision2D> _ValueHandler_Collision2D = null;
    41.             FlowCanvas.ValueHandler<UnityEngine.LayerMask> _ValueHandler_LayerMask = null;
    42.         }
    43.  
    44.         class FlowCanvas_ValueInput_Boolean : FlowCanvas.ValueInput<System.Boolean>{}
    45.         class FlowCanvas_ValueInput_Single : FlowCanvas.ValueInput<System.Single>{}
    46.         class FlowCanvas_ValueInput_Int32 : FlowCanvas.ValueInput<System.Int32>{}
    47.         class FlowCanvas_ValueInput_Vector2 : FlowCanvas.ValueInput<UnityEngine.Vector2>{}
    48.         class FlowCanvas_ValueInput_Vector3 : FlowCanvas.ValueInput<UnityEngine.Vector3>{}
    49.         class FlowCanvas_ValueInput_Vector4 : FlowCanvas.ValueInput<UnityEngine.Vector4>{}
    50.         class FlowCanvas_ValueInput_Quaternion : FlowCanvas.ValueInput<UnityEngine.Quaternion>{}
    51.         class FlowCanvas_ValueInput_Keyframe : FlowCanvas.ValueInput<UnityEngine.Keyframe>{}
    52.         class FlowCanvas_ValueInput_Bounds : FlowCanvas.ValueInput<UnityEngine.Bounds>{}
    53.         class FlowCanvas_ValueInput_Color : FlowCanvas.ValueInput<UnityEngine.Color>{}
    54.         class FlowCanvas_ValueInput_Rect : FlowCanvas.ValueInput<UnityEngine.Rect>{}
    55.         class FlowCanvas_ValueInput_ContactPoint : FlowCanvas.ValueInput<UnityEngine.ContactPoint>{}
    56.         class FlowCanvas_ValueInput_ContactPoint2D : FlowCanvas.ValueInput<UnityEngine.ContactPoint2D>{}
    57.         class FlowCanvas_ValueInput_Collision : FlowCanvas.ValueInput<UnityEngine.Collision>{}
    58.         class FlowCanvas_ValueInput_Collision2D : FlowCanvas.ValueInput<UnityEngine.Collision2D>{}
    59.         class FlowCanvas_ValueInput_LayerMask : FlowCanvas.ValueInput<UnityEngine.LayerMask>{}
    60.  
    61.         class FlowCanvas_ValueOutput_Boolean : FlowCanvas.ValueOutput<System.Boolean>{}
    62.         class FlowCanvas_ValueOutput_Single : FlowCanvas.ValueOutput<System.Single>{}
    63.         class FlowCanvas_ValueOutput_Int32 : FlowCanvas.ValueOutput<System.Int32>{}
    64.         class FlowCanvas_ValueOutput_Vector2 : FlowCanvas.ValueOutput<UnityEngine.Vector2>{}
    65.         class FlowCanvas_ValueOutput_Vector3 : FlowCanvas.ValueOutput<UnityEngine.Vector3>{}
    66.         class FlowCanvas_ValueOutput_Vector4 : FlowCanvas.ValueOutput<UnityEngine.Vector4>{}
    67.         class FlowCanvas_ValueOutput_Quaternion : FlowCanvas.ValueOutput<UnityEngine.Quaternion>{}
    68.         class FlowCanvas_ValueOutput_Keyframe : FlowCanvas.ValueOutput<UnityEngine.Keyframe>{}
    69.         class FlowCanvas_ValueOutput_Bounds : FlowCanvas.ValueOutput<UnityEngine.Bounds>{}
    70.         class FlowCanvas_ValueOutput_Color : FlowCanvas.ValueOutput<UnityEngine.Color>{}
    71.         class FlowCanvas_ValueOutput_Rect : FlowCanvas.ValueOutput<UnityEngine.Rect>{}
    72.         class FlowCanvas_ValueOutput_ContactPoint : FlowCanvas.ValueOutput<UnityEngine.ContactPoint>{}
    73.         class FlowCanvas_ValueOutput_ContactPoint2D : FlowCanvas.ValueOutput<UnityEngine.ContactPoint2D>{}
    74.         class FlowCanvas_ValueOutput_Collision : FlowCanvas.ValueOutput<UnityEngine.Collision>{}
    75.         class FlowCanvas_ValueOutput_Collision2D : FlowCanvas.ValueOutput<UnityEngine.Collision2D>{}
    76.         class FlowCanvas_ValueOutput_LayerMask : FlowCanvas.ValueOutput<UnityEngine.LayerMask>{}
    77.  
    78.         class FlowCanvas_Nodes_AddListItem_Boolean : FlowCanvas.Nodes.AddListItem<System.Boolean>{}
    79.         class FlowCanvas_Nodes_AddListItem_Single : FlowCanvas.Nodes.AddListItem<System.Single>{}
    80.         class FlowCanvas_Nodes_AddListItem_Int32 : FlowCanvas.Nodes.AddListItem<System.Int32>{}
    81.         class FlowCanvas_Nodes_AddListItem_Vector2 : FlowCanvas.Nodes.AddListItem<UnityEngine.Vector2>{}
    82.         class FlowCanvas_Nodes_AddListItem_Vector3 : FlowCanvas.Nodes.AddListItem<UnityEngine.Vector3>{}
    83.         class FlowCanvas_Nodes_AddListItem_Vector4 : FlowCanvas.Nodes.AddListItem<UnityEngine.Vector4>{}
    84.         class FlowCanvas_Nodes_AddListItem_Quaternion : FlowCanvas.Nodes.AddListItem<UnityEngine.Quaternion>{}
    85.         class FlowCanvas_Nodes_AddListItem_Keyframe : FlowCanvas.Nodes.AddListItem<UnityEngine.Keyframe>{}
    86.         class FlowCanvas_Nodes_AddListItem_Bounds : FlowCanvas.Nodes.AddListItem<UnityEngine.Bounds>{}
    87.         class FlowCanvas_Nodes_AddListItem_Color : FlowCanvas.Nodes.AddListItem<UnityEngine.Color>{}
    88.         class FlowCanvas_Nodes_AddListItem_Rect : FlowCanvas.Nodes.AddListItem<UnityEngine.Rect>{}
    89.         class FlowCanvas_Nodes_AddListItem_ContactPoint : FlowCanvas.Nodes.AddListItem<UnityEngine.ContactPoint>{}
    90.         class FlowCanvas_Nodes_AddListItem_ContactPoint2D : FlowCanvas.Nodes.AddListItem<UnityEngine.ContactPoint2D>{}
    91.         class FlowCanvas_Nodes_AddListItem_Collision : FlowCanvas.Nodes.AddListItem<UnityEngine.Collision>{}
    92.         class FlowCanvas_Nodes_AddListItem_Collision2D : FlowCanvas.Nodes.AddListItem<UnityEngine.Collision2D>{}
    93.         class FlowCanvas_Nodes_AddListItem_LayerMask : FlowCanvas.Nodes.AddListItem<UnityEngine.LayerMask>{}
    94.  
    95.         class FlowCanvas_Nodes_Cache_Boolean : FlowCanvas.Nodes.Cache<System.Boolean>{}
    96.         class FlowCanvas_Nodes_Cache_Single : FlowCanvas.Nodes.Cache<System.Single>{}
    97.         class FlowCanvas_Nodes_Cache_Int32 : FlowCanvas.Nodes.Cache<System.Int32>{}
    98.         class FlowCanvas_Nodes_Cache_Vector2 : FlowCanvas.Nodes.Cache<UnityEngine.Vector2>{}
    99.         class FlowCanvas_Nodes_Cache_Vector3 : FlowCanvas.Nodes.Cache<UnityEngine.Vector3>{}
    100.         class FlowCanvas_Nodes_Cache_Vector4 : FlowCanvas.Nodes.Cache<UnityEngine.Vector4>{}
    101.         class FlowCanvas_Nodes_Cache_Quaternion : FlowCanvas.Nodes.Cache<UnityEngine.Quaternion>{}
    102.         class FlowCanvas_Nodes_Cache_Keyframe : FlowCanvas.Nodes.Cache<UnityEngine.Keyframe>{}
    103.         class FlowCanvas_Nodes_Cache_Bounds : FlowCanvas.Nodes.Cache<UnityEngine.Bounds>{}
    104.         class FlowCanvas_Nodes_Cache_Color : FlowCanvas.Nodes.Cache<UnityEngine.Color>{}
    105.         class FlowCanvas_Nodes_Cache_Rect : FlowCanvas.Nodes.Cache<UnityEngine.Rect>{}
    106.         class FlowCanvas_Nodes_Cache_ContactPoint : FlowCanvas.Nodes.Cache<UnityEngine.ContactPoint>{}
    107.         class FlowCanvas_Nodes_Cache_ContactPoint2D : FlowCanvas.Nodes.Cache<UnityEngine.ContactPoint2D>{}
    108.         class FlowCanvas_Nodes_Cache_Collision : FlowCanvas.Nodes.Cache<UnityEngine.Collision>{}
    109.         class FlowCanvas_Nodes_Cache_Collision2D : FlowCanvas.Nodes.Cache<UnityEngine.Collision2D>{}
    110.         class FlowCanvas_Nodes_Cache_LayerMask : FlowCanvas.Nodes.Cache<UnityEngine.LayerMask>{}
    111.  
    112.         class FlowCanvas_Nodes_CastTo_Boolean : FlowCanvas.Nodes.CastTo<System.Boolean>{}
    113.         class FlowCanvas_Nodes_CastTo_Single : FlowCanvas.Nodes.CastTo<System.Single>{}
    114.         class FlowCanvas_Nodes_CastTo_Int32 : FlowCanvas.Nodes.CastTo<System.Int32>{}
    115.         class FlowCanvas_Nodes_CastTo_Vector2 : FlowCanvas.Nodes.CastTo<UnityEngine.Vector2>{}
    116.         class FlowCanvas_Nodes_CastTo_Vector3 : FlowCanvas.Nodes.CastTo<UnityEngine.Vector3>{}
    117.         class FlowCanvas_Nodes_CastTo_Vector4 : FlowCanvas.Nodes.CastTo<UnityEngine.Vector4>{}
    118.         class FlowCanvas_Nodes_CastTo_Quaternion : FlowCanvas.Nodes.CastTo<UnityEngine.Quaternion>{}
    119.         class FlowCanvas_Nodes_CastTo_Keyframe : FlowCanvas.Nodes.CastTo<UnityEngine.Keyframe>{}
    120.         class FlowCanvas_Nodes_CastTo_Bounds : FlowCanvas.Nodes.CastTo<UnityEngine.Bounds>{}
    121.         class FlowCanvas_Nodes_CastTo_Color : FlowCanvas.Nodes.CastTo<UnityEngine.Color>{}
    122.         class FlowCanvas_Nodes_CastTo_Rect : FlowCanvas.Nodes.CastTo<UnityEngine.Rect>{}
    123.         class FlowCanvas_Nodes_CastTo_ContactPoint : FlowCanvas.Nodes.CastTo<UnityEngine.ContactPoint>{}
    124.         class FlowCanvas_Nodes_CastTo_ContactPoint2D : FlowCanvas.Nodes.CastTo<UnityEngine.ContactPoint2D>{}
    125.         class FlowCanvas_Nodes_CastTo_Collision : FlowCanvas.Nodes.CastTo<UnityEngine.Collision>{}
    126.         class FlowCanvas_Nodes_CastTo_Collision2D : FlowCanvas.Nodes.CastTo<UnityEngine.Collision2D>{}
    127.         class FlowCanvas_Nodes_CastTo_LayerMask : FlowCanvas.Nodes.CastTo<UnityEngine.LayerMask>{}
    128.  
    129.         class FlowCanvas_Nodes_CodeEvent_Boolean : FlowCanvas.Nodes.CodeEvent<System.Boolean>{}
    130.         class FlowCanvas_Nodes_CodeEvent_Single : FlowCanvas.Nodes.CodeEvent<System.Single>{}
    131.         class FlowCanvas_Nodes_CodeEvent_Int32 : FlowCanvas.Nodes.CodeEvent<System.Int32>{}
    132.         class FlowCanvas_Nodes_CodeEvent_Vector2 : FlowCanvas.Nodes.CodeEvent<UnityEngine.Vector2>{}
    133.         class FlowCanvas_Nodes_CodeEvent_Vector3 : FlowCanvas.Nodes.CodeEvent<UnityEngine.Vector3>{}
    134.         class FlowCanvas_Nodes_CodeEvent_Vector4 : FlowCanvas.Nodes.CodeEvent<UnityEngine.Vector4>{}
    135.         class FlowCanvas_Nodes_CodeEvent_Quaternion : FlowCanvas.Nodes.CodeEvent<UnityEngine.Quaternion>{}
    136.         class FlowCanvas_Nodes_CodeEvent_Keyframe : FlowCanvas.Nodes.CodeEvent<UnityEngine.Keyframe>{}
    137.         class FlowCanvas_Nodes_CodeEvent_Bounds : FlowCanvas.Nodes.CodeEvent<UnityEngine.Bounds>{}
    138.         class FlowCanvas_Nodes_CodeEvent_Color : FlowCanvas.Nodes.CodeEvent<UnityEngine.Color>{}
    139.         class FlowCanvas_Nodes_CodeEvent_Rect : FlowCanvas.Nodes.CodeEvent<UnityEngine.Rect>{}
    140.         class FlowCanvas_Nodes_CodeEvent_ContactPoint : FlowCanvas.Nodes.CodeEvent<UnityEngine.ContactPoint>{}
    141.         class FlowCanvas_Nodes_CodeEvent_ContactPoint2D : FlowCanvas.Nodes.CodeEvent<UnityEngine.ContactPoint2D>{}
    142.         class FlowCanvas_Nodes_CodeEvent_Collision : FlowCanvas.Nodes.CodeEvent<UnityEngine.Collision>{}
    143.         class FlowCanvas_Nodes_CodeEvent_Collision2D : FlowCanvas.Nodes.CodeEvent<UnityEngine.Collision2D>{}
    144.         class FlowCanvas_Nodes_CodeEvent_LayerMask : FlowCanvas.Nodes.CodeEvent<UnityEngine.LayerMask>{}
    145.  
    146.         class FlowCanvas_Nodes_CreateCollection_Boolean : FlowCanvas.Nodes.CreateCollection<System.Boolean>{}
    147.         class FlowCanvas_Nodes_CreateCollection_Single : FlowCanvas.Nodes.CreateCollection<System.Single>{}
    148.         class FlowCanvas_Nodes_CreateCollection_Int32 : FlowCanvas.Nodes.CreateCollection<System.Int32>{}
    149.         class FlowCanvas_Nodes_CreateCollection_Vector2 : FlowCanvas.Nodes.CreateCollection<UnityEngine.Vector2>{}
    150.         class FlowCanvas_Nodes_CreateCollection_Vector3 : FlowCanvas.Nodes.CreateCollection<UnityEngine.Vector3>{}
    151.         class FlowCanvas_Nodes_CreateCollection_Vector4 : FlowCanvas.Nodes.CreateCollection<UnityEngine.Vector4>{}
    152.         class FlowCanvas_Nodes_CreateCollection_Quaternion : FlowCanvas.Nodes.CreateCollection<UnityEngine.Quaternion>{}
    153.         class FlowCanvas_Nodes_CreateCollection_Keyframe : FlowCanvas.Nodes.CreateCollection<UnityEngine.Keyframe>{}
    154.         class FlowCanvas_Nodes_CreateCollection_Bounds : FlowCanvas.Nodes.CreateCollection<UnityEngine.Bounds>{}
    155.         class FlowCanvas_Nodes_CreateCollection_Color : FlowCanvas.Nodes.CreateCollection<UnityEngine.Color>{}
    156.         class FlowCanvas_Nodes_CreateCollection_Rect : FlowCanvas.Nodes.CreateCollection<UnityEngine.Rect>{}
    157.         class FlowCanvas_Nodes_CreateCollection_ContactPoint : FlowCanvas.Nodes.CreateCollection<UnityEngine.ContactPoint>{}
    158.         class FlowCanvas_Nodes_CreateCollection_ContactPoint2D : FlowCanvas.Nodes.CreateCollection<UnityEngine.ContactPoint2D>{}
    159.         class FlowCanvas_Nodes_CreateCollection_Collision : FlowCanvas.Nodes.CreateCollection<UnityEngine.Collision>{}
    160.         class FlowCanvas_Nodes_CreateCollection_Collision2D : FlowCanvas.Nodes.CreateCollection<UnityEngine.Collision2D>{}
    161.         class FlowCanvas_Nodes_CreateCollection_LayerMask : FlowCanvas.Nodes.CreateCollection<UnityEngine.LayerMask>{}
    162.  
    163.         class FlowCanvas_Nodes_CustomEvent_Boolean : FlowCanvas.Nodes.CustomEvent<System.Boolean>{}
    164.         class FlowCanvas_Nodes_CustomEvent_Single : FlowCanvas.Nodes.CustomEvent<System.Single>{}
    165.         class FlowCanvas_Nodes_CustomEvent_Int32 : FlowCanvas.Nodes.CustomEvent<System.Int32>{}
    166.         class FlowCanvas_Nodes_CustomEvent_Vector2 : FlowCanvas.Nodes.CustomEvent<UnityEngine.Vector2>{}
    167.         class FlowCanvas_Nodes_CustomEvent_Vector3 : FlowCanvas.Nodes.CustomEvent<UnityEngine.Vector3>{}
    168.         class FlowCanvas_Nodes_CustomEvent_Vector4 : FlowCanvas.Nodes.CustomEvent<UnityEngine.Vector4>{}
    169.         class FlowCanvas_Nodes_CustomEvent_Quaternion : FlowCanvas.Nodes.CustomEvent<UnityEngine.Quaternion>{}
    170.         class FlowCanvas_Nodes_CustomEvent_Keyframe : FlowCanvas.Nodes.CustomEvent<UnityEngine.Keyframe>{}
    171.         class FlowCanvas_Nodes_CustomEvent_Bounds : FlowCanvas.Nodes.CustomEvent<UnityEngine.Bounds>{}
    172.         class FlowCanvas_Nodes_CustomEvent_Color : FlowCanvas.Nodes.CustomEvent<UnityEngine.Color>{}
    173.         class FlowCanvas_Nodes_CustomEvent_Rect : FlowCanvas.Nodes.CustomEvent<UnityEngine.Rect>{}
    174.         class FlowCanvas_Nodes_CustomEvent_ContactPoint : FlowCanvas.Nodes.CustomEvent<UnityEngine.ContactPoint>{}
    175.         class FlowCanvas_Nodes_CustomEvent_ContactPoint2D : FlowCanvas.Nodes.CustomEvent<UnityEngine.ContactPoint2D>{}
    176.         class FlowCanvas_Nodes_CustomEvent_Collision : FlowCanvas.Nodes.CustomEvent<UnityEngine.Collision>{}
    177.         class FlowCanvas_Nodes_CustomEvent_Collision2D : FlowCanvas.Nodes.CustomEvent<UnityEngine.Collision2D>{}
    178.         class FlowCanvas_Nodes_CustomEvent_LayerMask : FlowCanvas.Nodes.CustomEvent<UnityEngine.LayerMask>{}
    179.  
    180.         class FlowCanvas_Nodes_ForEach_Boolean : FlowCanvas.Nodes.ForEach<System.Boolean>{}
    181.         class FlowCanvas_Nodes_ForEach_Single : FlowCanvas.Nodes.ForEach<System.Single>{}
    182.         class FlowCanvas_Nodes_ForEach_Int32 : FlowCanvas.Nodes.ForEach<System.Int32>{}
    183.         class FlowCanvas_Nodes_ForEach_Vector2 : FlowCanvas.Nodes.ForEach<UnityEngine.Vector2>{}
    184.         class FlowCanvas_Nodes_ForEach_Vector3 : FlowCanvas.Nodes.ForEach<UnityEngine.Vector3>{}
    185.         class FlowCanvas_Nodes_ForEach_Vector4 : FlowCanvas.Nodes.ForEach<UnityEngine.Vector4>{}
    186.         class FlowCanvas_Nodes_ForEach_Quaternion : FlowCanvas.Nodes.ForEach<UnityEngine.Quaternion>{}
    187.         class FlowCanvas_Nodes_ForEach_Keyframe : FlowCanvas.Nodes.ForEach<UnityEngine.Keyframe>{}
    188.         class FlowCanvas_Nodes_ForEach_Bounds : FlowCanvas.Nodes.ForEach<UnityEngine.Bounds>{}
    189.         class FlowCanvas_Nodes_ForEach_Color : FlowCanvas.Nodes.ForEach<UnityEngine.Color>{}
    190.         class FlowCanvas_Nodes_ForEach_Rect : FlowCanvas.Nodes.ForEach<UnityEngine.Rect>{}
    191.         class FlowCanvas_Nodes_ForEach_ContactPoint : FlowCanvas.Nodes.ForEach<UnityEngine.ContactPoint>{}
    192.         class FlowCanvas_Nodes_ForEach_ContactPoint2D : FlowCanvas.Nodes.ForEach<UnityEngine.ContactPoint2D>{}
    193.         class FlowCanvas_Nodes_ForEach_Collision : FlowCanvas.Nodes.ForEach<UnityEngine.Collision>{}
    194.         class FlowCanvas_Nodes_ForEach_Collision2D : FlowCanvas.Nodes.ForEach<UnityEngine.Collision2D>{}
    195.         class FlowCanvas_Nodes_ForEach_LayerMask : FlowCanvas.Nodes.ForEach<UnityEngine.LayerMask>{}
    196.  
    197.         class FlowCanvas_Nodes_GetFirstListItem_Boolean : FlowCanvas.Nodes.GetFirstListItem<System.Boolean>{}
    198.         class FlowCanvas_Nodes_GetFirstListItem_Single : FlowCanvas.Nodes.GetFirstListItem<System.Single>{}
    199.         class FlowCanvas_Nodes_GetFirstListItem_Int32 : FlowCanvas.Nodes.GetFirstListItem<System.Int32>{}
    200.         class FlowCanvas_Nodes_GetFirstListItem_Vector2 : FlowCanvas.Nodes.GetFirstListItem<UnityEngine.Vector2>{}
    201.         class FlowCanvas_Nodes_GetFirstListItem_Vector3 : FlowCanvas.Nodes.GetFirstListItem<UnityEngine.Vector3>{}
    202.         class FlowCanvas_Nodes_GetFirstListItem_Vector4 : FlowCanvas.Nodes.GetFirstListItem<UnityEngine.Vector4>{}
    203.         class FlowCanvas_Nodes_GetFirstListItem_Quaternion : FlowCanvas.Nodes.GetFirstListItem<UnityEngine.Quaternion>{}
    204.         class FlowCanvas_Nodes_GetFirstListItem_Keyframe : FlowCanvas.Nodes.GetFirstListItem<UnityEngine.Keyframe>{}
    205.         class FlowCanvas_Nodes_GetFirstListItem_Bounds : FlowCanvas.Nodes.GetFirstListItem<UnityEngine.Bounds>{}
    206.         class FlowCanvas_Nodes_GetFirstListItem_Color : FlowCanvas.Nodes.GetFirstListItem<UnityEngine.Color>{}
    207.         class FlowCanvas_Nodes_GetFirstListItem_Rect : FlowCanvas.Nodes.GetFirstListItem<UnityEngine.Rect>{}
    208.         class FlowCanvas_Nodes_GetFirstListItem_ContactPoint : FlowCanvas.Nodes.GetFirstListItem<UnityEngine.ContactPoint>{}
    209.         class FlowCanvas_Nodes_GetFirstListItem_ContactPoint2D : FlowCanvas.Nodes.GetFirstListItem<UnityEngine.ContactPoint2D>{}
    210.         class FlowCanvas_Nodes_GetFirstListItem_Collision : FlowCanvas.Nodes.GetFirstListItem<UnityEngine.Collision>{}
    211.         class FlowCanvas_Nodes_GetFirstListItem_Collision2D : FlowCanvas.Nodes.GetFirstListItem<UnityEngine.Collision2D>{}
    212.         class FlowCanvas_Nodes_GetFirstListItem_LayerMask : FlowCanvas.Nodes.GetFirstListItem<UnityEngine.LayerMask>{}
    213.  
    214.         class FlowCanvas_Nodes_GetLastListItem_Boolean : FlowCanvas.Nodes.GetLastListItem<System.Boolean>{}
    215.         class FlowCanvas_Nodes_GetLastListItem_Single : FlowCanvas.Nodes.GetLastListItem<System.Single>{}
    216.         class FlowCanvas_Nodes_GetLastListItem_Int32 : FlowCanvas.Nodes.GetLastListItem<System.Int32>{}
    217.         class FlowCanvas_Nodes_GetLastListItem_Vector2 : FlowCanvas.Nodes.GetLastListItem<UnityEngine.Vector2>{}
    218.         class FlowCanvas_Nodes_GetLastListItem_Vector3 : FlowCanvas.Nodes.GetLastListItem<UnityEngine.Vector3>{}
    219.         class FlowCanvas_Nodes_GetLastListItem_Vector4 : FlowCanvas.Nodes.GetLastListItem<UnityEngine.Vector4>{}
    220.         class FlowCanvas_Nodes_GetLastListItem_Quaternion : FlowCanvas.Nodes.GetLastListItem<UnityEngine.Quaternion>{}
    221.         class FlowCanvas_Nodes_GetLastListItem_Keyframe : FlowCanvas.Nodes.GetLastListItem<UnityEngine.Keyframe>{}
    222.         class FlowCanvas_Nodes_GetLastListItem_Bounds : FlowCanvas.Nodes.GetLastListItem<UnityEngine.Bounds>{}
    223.         class FlowCanvas_Nodes_GetLastListItem_Color : FlowCanvas.Nodes.GetLastListItem<UnityEngine.Color>{}
    224.         class FlowCanvas_Nodes_GetLastListItem_Rect : FlowCanvas.Nodes.GetLastListItem<UnityEngine.Rect>{}
    225.         class FlowCanvas_Nodes_GetLastListItem_ContactPoint : FlowCanvas.Nodes.GetLastListItem<UnityEngine.ContactPoint>{}
    226.         class FlowCanvas_Nodes_GetLastListItem_ContactPoint2D : FlowCanvas.Nodes.GetLastListItem<UnityEngine.ContactPoint2D>{}
    227.         class FlowCanvas_Nodes_GetLastListItem_Collision : FlowCanvas.Nodes.GetLastListItem<UnityEngine.Collision>{}
    228.         class FlowCanvas_Nodes_GetLastListItem_Collision2D : FlowCanvas.Nodes.GetLastListItem<UnityEngine.Collision2D>{}
    229.         class FlowCanvas_Nodes_GetLastListItem_LayerMask : FlowCanvas.Nodes.GetLastListItem<UnityEngine.LayerMask>{}
    230.  
    231.         class FlowCanvas_Nodes_GetListItem_Boolean : FlowCanvas.Nodes.GetListItem<System.Boolean>{}
    232.         class FlowCanvas_Nodes_GetListItem_Single : FlowCanvas.Nodes.GetListItem<System.Single>{}
    233.         class FlowCanvas_Nodes_GetListItem_Int32 : FlowCanvas.Nodes.GetListItem<System.Int32>{}
    234.         class FlowCanvas_Nodes_GetListItem_Vector2 : FlowCanvas.Nodes.GetListItem<UnityEngine.Vector2>{}
    235.         class FlowCanvas_Nodes_GetListItem_Vector3 : FlowCanvas.Nodes.GetListItem<UnityEngine.Vector3>{}
    236.         class FlowCanvas_Nodes_GetListItem_Vector4 : FlowCanvas.Nodes.GetListItem<UnityEngine.Vector4>{}
    237.         class FlowCanvas_Nodes_GetListItem_Quaternion : FlowCanvas.Nodes.GetListItem<UnityEngine.Quaternion>{}
    238.         class FlowCanvas_Nodes_GetListItem_Keyframe : FlowCanvas.Nodes.GetListItem<UnityEngine.Keyframe>{}
    239.         class FlowCanvas_Nodes_GetListItem_Bounds : FlowCanvas.Nodes.GetListItem<UnityEngine.Bounds>{}
    240.         class FlowCanvas_Nodes_GetListItem_Color : FlowCanvas.Nodes.GetListItem<UnityEngine.Color>{}
    241.         class FlowCanvas_Nodes_GetListItem_Rect : FlowCanvas.Nodes.GetListItem<UnityEngine.Rect>{}
    242.         class FlowCanvas_Nodes_GetListItem_ContactPoint : FlowCanvas.Nodes.GetListItem<UnityEngine.ContactPoint>{}
    243.         class FlowCanvas_Nodes_GetListItem_ContactPoint2D : FlowCanvas.Nodes.GetListItem<UnityEngine.ContactPoint2D>{}
    244.         class FlowCanvas_Nodes_GetListItem_Collision : FlowCanvas.Nodes.GetListItem<UnityEngine.Collision>{}
    245.         class FlowCanvas_Nodes_GetListItem_Collision2D : FlowCanvas.Nodes.GetListItem<UnityEngine.Collision2D>{}
    246.         class FlowCanvas_Nodes_GetListItem_LayerMask : FlowCanvas.Nodes.GetListItem<UnityEngine.LayerMask>{}
    247.  
    248.         class FlowCanvas_Nodes_GetOtherVariable_Boolean : FlowCanvas.Nodes.GetOtherVariable<System.Boolean>{}
    249.         class FlowCanvas_Nodes_GetOtherVariable_Single : FlowCanvas.Nodes.GetOtherVariable<System.Single>{}
    250.         class FlowCanvas_Nodes_GetOtherVariable_Int32 : FlowCanvas.Nodes.GetOtherVariable<System.Int32>{}
    251.         class FlowCanvas_Nodes_GetOtherVariable_Vector2 : FlowCanvas.Nodes.GetOtherVariable<UnityEngine.Vector2>{}
    252.         class FlowCanvas_Nodes_GetOtherVariable_Vector3 : FlowCanvas.Nodes.GetOtherVariable<UnityEngine.Vector3>{}
    253.         class FlowCanvas_Nodes_GetOtherVariable_Vector4 : FlowCanvas.Nodes.GetOtherVariable<UnityEngine.Vector4>{}
    254.         class FlowCanvas_Nodes_GetOtherVariable_Quaternion : FlowCanvas.Nodes.GetOtherVariable<UnityEngine.Quaternion>{}
    255.         class FlowCanvas_Nodes_GetOtherVariable_Keyframe : FlowCanvas.Nodes.GetOtherVariable<UnityEngine.Keyframe>{}
    256.         class FlowCanvas_Nodes_GetOtherVariable_Bounds : FlowCanvas.Nodes.GetOtherVariable<UnityEngine.Bounds>{}
    257.         class FlowCanvas_Nodes_GetOtherVariable_Color : FlowCanvas.Nodes.GetOtherVariable<UnityEngine.Color>{}
    258.         class FlowCanvas_Nodes_GetOtherVariable_Rect : FlowCanvas.Nodes.GetOtherVariable<UnityEngine.Rect>{}
    259.         class FlowCanvas_Nodes_GetOtherVariable_ContactPoint : FlowCanvas.Nodes.GetOtherVariable<UnityEngine.ContactPoint>{}
    260.         class FlowCanvas_Nodes_GetOtherVariable_ContactPoint2D : FlowCanvas.Nodes.GetOtherVariable<UnityEngine.ContactPoint2D>{}
    261.         class FlowCanvas_Nodes_GetOtherVariable_Collision : FlowCanvas.Nodes.GetOtherVariable<UnityEngine.Collision>{}
    262.         class FlowCanvas_Nodes_GetOtherVariable_Collision2D : FlowCanvas.Nodes.GetOtherVariable<UnityEngine.Collision2D>{}
    263.         class FlowCanvas_Nodes_GetOtherVariable_LayerMask : FlowCanvas.Nodes.GetOtherVariable<UnityEngine.LayerMask>{}
    264.  
    265.         class FlowCanvas_Nodes_GetRandomListItem_Boolean : FlowCanvas.Nodes.GetRandomListItem<System.Boolean>{}
    266.         class FlowCanvas_Nodes_GetRandomListItem_Single : FlowCanvas.Nodes.GetRandomListItem<System.Single>{}
    267.         class FlowCanvas_Nodes_GetRandomListItem_Int32 : FlowCanvas.Nodes.GetRandomListItem<System.Int32>{}
    268.         class FlowCanvas_Nodes_GetRandomListItem_Vector2 : FlowCanvas.Nodes.GetRandomListItem<UnityEngine.Vector2>{}
    269.         class FlowCanvas_Nodes_GetRandomListItem_Vector3 : FlowCanvas.Nodes.GetRandomListItem<UnityEngine.Vector3>{}
    270.         class FlowCanvas_Nodes_GetRandomListItem_Vector4 : FlowCanvas.Nodes.GetRandomListItem<UnityEngine.Vector4>{}
    271.         class FlowCanvas_Nodes_GetRandomListItem_Quaternion : FlowCanvas.Nodes.GetRandomListItem<UnityEngine.Quaternion>{}
    272.         class FlowCanvas_Nodes_GetRandomListItem_Keyframe : FlowCanvas.Nodes.GetRandomListItem<UnityEngine.Keyframe>{}
    273.         class FlowCanvas_Nodes_GetRandomListItem_Bounds : FlowCanvas.Nodes.GetRandomListItem<UnityEngine.Bounds>{}
    274.         class FlowCanvas_Nodes_GetRandomListItem_Color : FlowCanvas.Nodes.GetRandomListItem<UnityEngine.Color>{}
    275.         class FlowCanvas_Nodes_GetRandomListItem_Rect : FlowCanvas.Nodes.GetRandomListItem<UnityEngine.Rect>{}
    276.         class FlowCanvas_Nodes_GetRandomListItem_ContactPoint : FlowCanvas.Nodes.GetRandomListItem<UnityEngine.ContactPoint>{}
    277.         class FlowCanvas_Nodes_GetRandomListItem_ContactPoint2D : FlowCanvas.Nodes.GetRandomListItem<UnityEngine.ContactPoint2D>{}
    278.         class FlowCanvas_Nodes_GetRandomListItem_Collision : FlowCanvas.Nodes.GetRandomListItem<UnityEngine.Collision>{}
    279.         class FlowCanvas_Nodes_GetRandomListItem_Collision2D : FlowCanvas.Nodes.GetRandomListItem<UnityEngine.Collision2D>{}
    280.         class FlowCanvas_Nodes_GetRandomListItem_LayerMask : FlowCanvas.Nodes.GetRandomListItem<UnityEngine.LayerMask>{}
    281.  
    282.         class FlowCanvas_Nodes_GetVariable_Boolean : FlowCanvas.Nodes.GetVariable<System.Boolean>{}
    283.         class FlowCanvas_Nodes_GetVariable_Single : FlowCanvas.Nodes.GetVariable<System.Single>{}
    284.         class FlowCanvas_Nodes_GetVariable_Int32 : FlowCanvas.Nodes.GetVariable<System.Int32>{}
    285.         class FlowCanvas_Nodes_GetVariable_Vector2 : FlowCanvas.Nodes.GetVariable<UnityEngine.Vector2>{}
    286.         class FlowCanvas_Nodes_GetVariable_Vector3 : FlowCanvas.Nodes.GetVariable<UnityEngine.Vector3>{}
    287.         class FlowCanvas_Nodes_GetVariable_Vector4 : FlowCanvas.Nodes.GetVariable<UnityEngine.Vector4>{}
    288.         class FlowCanvas_Nodes_GetVariable_Quaternion : FlowCanvas.Nodes.GetVariable<UnityEngine.Quaternion>{}
    289.         class FlowCanvas_Nodes_GetVariable_Keyframe : FlowCanvas.Nodes.GetVariable<UnityEngine.Keyframe>{}
    290.         class FlowCanvas_Nodes_GetVariable_Bounds : FlowCanvas.Nodes.GetVariable<UnityEngine.Bounds>{}
    291.         class FlowCanvas_Nodes_GetVariable_Color : FlowCanvas.Nodes.GetVariable<UnityEngine.Color>{}
    292.         class FlowCanvas_Nodes_GetVariable_Rect : FlowCanvas.Nodes.GetVariable<UnityEngine.Rect>{}
    293.         class FlowCanvas_Nodes_GetVariable_ContactPoint : FlowCanvas.Nodes.GetVariable<UnityEngine.ContactPoint>{}
    294.         class FlowCanvas_Nodes_GetVariable_ContactPoint2D : FlowCanvas.Nodes.GetVariable<UnityEngine.ContactPoint2D>{}
    295.         class FlowCanvas_Nodes_GetVariable_Collision : FlowCanvas.Nodes.GetVariable<UnityEngine.Collision>{}
    296.         class FlowCanvas_Nodes_GetVariable_Collision2D : FlowCanvas.Nodes.GetVariable<UnityEngine.Collision2D>{}
    297.         class FlowCanvas_Nodes_GetVariable_LayerMask : FlowCanvas.Nodes.GetVariable<UnityEngine.LayerMask>{}
    298.  
    299.         class FlowCanvas_Nodes_Identity_Boolean : FlowCanvas.Nodes.Identity<System.Boolean>{}
    300.         class FlowCanvas_Nodes_Identity_Single : FlowCanvas.Nodes.Identity<System.Single>{}
    301.         class FlowCanvas_Nodes_Identity_Int32 : FlowCanvas.Nodes.Identity<System.Int32>{}
    302.         class FlowCanvas_Nodes_Identity_Vector2 : FlowCanvas.Nodes.Identity<UnityEngine.Vector2>{}
    303.         class FlowCanvas_Nodes_Identity_Vector3 : FlowCanvas.Nodes.Identity<UnityEngine.Vector3>{}
    304.         class FlowCanvas_Nodes_Identity_Vector4 : FlowCanvas.Nodes.Identity<UnityEngine.Vector4>{}
    305.         class FlowCanvas_Nodes_Identity_Quaternion : FlowCanvas.Nodes.Identity<UnityEngine.Quaternion>{}
    306.         class FlowCanvas_Nodes_Identity_Keyframe : FlowCanvas.Nodes.Identity<UnityEngine.Keyframe>{}
    307.         class FlowCanvas_Nodes_Identity_Bounds : FlowCanvas.Nodes.Identity<UnityEngine.Bounds>{}
    308.         class FlowCanvas_Nodes_Identity_Color : FlowCanvas.Nodes.Identity<UnityEngine.Color>{}
    309.         class FlowCanvas_Nodes_Identity_Rect : FlowCanvas.Nodes.Identity<UnityEngine.Rect>{}
    310.         class FlowCanvas_Nodes_Identity_ContactPoint : FlowCanvas.Nodes.Identity<UnityEngine.ContactPoint>{}
    311.         class FlowCanvas_Nodes_Identity_ContactPoint2D : FlowCanvas.Nodes.Identity<UnityEngine.ContactPoint2D>{}
    312.         class FlowCanvas_Nodes_Identity_Collision : FlowCanvas.Nodes.Identity<UnityEngine.Collision>{}
    313.         class FlowCanvas_Nodes_Identity_Collision2D : FlowCanvas.Nodes.Identity<UnityEngine.Collision2D>{}
    314.         class FlowCanvas_Nodes_Identity_LayerMask : FlowCanvas.Nodes.Identity<UnityEngine.LayerMask>{}
    315.  
    316.         class FlowCanvas_Nodes_InsertListItem_Boolean : FlowCanvas.Nodes.InsertListItem<System.Boolean>{}
    317.         class FlowCanvas_Nodes_InsertListItem_Single : FlowCanvas.Nodes.InsertListItem<System.Single>{}
    318.         class FlowCanvas_Nodes_InsertListItem_Int32 : FlowCanvas.Nodes.InsertListItem<System.Int32>{}
    319.         class FlowCanvas_Nodes_InsertListItem_Vector2 : FlowCanvas.Nodes.InsertListItem<UnityEngine.Vector2>{}
    320.         class FlowCanvas_Nodes_InsertListItem_Vector3 : FlowCanvas.Nodes.InsertListItem<UnityEngine.Vector3>{}
    321.         class FlowCanvas_Nodes_InsertListItem_Vector4 : FlowCanvas.Nodes.InsertListItem<UnityEngine.Vector4>{}
    322.         class FlowCanvas_Nodes_InsertListItem_Quaternion : FlowCanvas.Nodes.InsertListItem<UnityEngine.Quaternion>{}
    323.         class FlowCanvas_Nodes_InsertListItem_Keyframe : FlowCanvas.Nodes.InsertListItem<UnityEngine.Keyframe>{}
    324.         class FlowCanvas_Nodes_InsertListItem_Bounds : FlowCanvas.Nodes.InsertListItem<UnityEngine.Bounds>{}
    325.         class FlowCanvas_Nodes_InsertListItem_Color : FlowCanvas.Nodes.InsertListItem<UnityEngine.Color>{}
    326.         class FlowCanvas_Nodes_InsertListItem_Rect : FlowCanvas.Nodes.InsertListItem<UnityEngine.Rect>{}
    327.         class FlowCanvas_Nodes_InsertListItem_ContactPoint : FlowCanvas.Nodes.InsertListItem<UnityEngine.ContactPoint>{}
    328.         class FlowCanvas_Nodes_InsertListItem_ContactPoint2D : FlowCanvas.Nodes.InsertListItem<UnityEngine.ContactPoint2D>{}
    329.         class FlowCanvas_Nodes_InsertListItem_Collision : FlowCanvas.Nodes.InsertListItem<UnityEngine.Collision>{}
    330.         class FlowCanvas_Nodes_InsertListItem_Collision2D : FlowCanvas.Nodes.InsertListItem<UnityEngine.Collision2D>{}
    331.         class FlowCanvas_Nodes_InsertListItem_LayerMask : FlowCanvas.Nodes.InsertListItem<UnityEngine.LayerMask>{}
    332.  
    333.         class FlowCanvas_Nodes_PickValue_Boolean : FlowCanvas.Nodes.PickValue<System.Boolean>{}
    334.         class FlowCanvas_Nodes_PickValue_Single : FlowCanvas.Nodes.PickValue<System.Single>{}
    335.         class FlowCanvas_Nodes_PickValue_Int32 : FlowCanvas.Nodes.PickValue<System.Int32>{}
    336.         class FlowCanvas_Nodes_PickValue_Vector2 : FlowCanvas.Nodes.PickValue<UnityEngine.Vector2>{}
    337.         class FlowCanvas_Nodes_PickValue_Vector3 : FlowCanvas.Nodes.PickValue<UnityEngine.Vector3>{}
    338.         class FlowCanvas_Nodes_PickValue_Vector4 : FlowCanvas.Nodes.PickValue<UnityEngine.Vector4>{}
    339.         class FlowCanvas_Nodes_PickValue_Quaternion : FlowCanvas.Nodes.PickValue<UnityEngine.Quaternion>{}
    340.         class FlowCanvas_Nodes_PickValue_Keyframe : FlowCanvas.Nodes.PickValue<UnityEngine.Keyframe>{}
    341.         class FlowCanvas_Nodes_PickValue_Bounds : FlowCanvas.Nodes.PickValue<UnityEngine.Bounds>{}
    342.         class FlowCanvas_Nodes_PickValue_Color : FlowCanvas.Nodes.PickValue<UnityEngine.Color>{}
    343.         class FlowCanvas_Nodes_PickValue_Rect : FlowCanvas.Nodes.PickValue<UnityEngine.Rect>{}
    344.         class FlowCanvas_Nodes_PickValue_ContactPoint : FlowCanvas.Nodes.PickValue<UnityEngine.ContactPoint>{}
    345.         class FlowCanvas_Nodes_PickValue_ContactPoint2D : FlowCanvas.Nodes.PickValue<UnityEngine.ContactPoint2D>{}
    346.         class FlowCanvas_Nodes_PickValue_Collision : FlowCanvas.Nodes.PickValue<UnityEngine.Collision>{}
    347.         class FlowCanvas_Nodes_PickValue_Collision2D : FlowCanvas.Nodes.PickValue<UnityEngine.Collision2D>{}
    348.         class FlowCanvas_Nodes_PickValue_LayerMask : FlowCanvas.Nodes.PickValue<UnityEngine.LayerMask>{}
    349.  
    350.         class FlowCanvas_Nodes_RemoveListItem_Boolean : FlowCanvas.Nodes.RemoveListItem<System.Boolean>{}
    351.         class FlowCanvas_Nodes_RemoveListItem_Single : FlowCanvas.Nodes.RemoveListItem<System.Single>{}
    352.         class FlowCanvas_Nodes_RemoveListItem_Int32 : FlowCanvas.Nodes.RemoveListItem<System.Int32>{}
    353.         class FlowCanvas_Nodes_RemoveListItem_Vector2 : FlowCanvas.Nodes.RemoveListItem<UnityEngine.Vector2>{}
    354.         class FlowCanvas_Nodes_RemoveListItem_Vector3 : FlowCanvas.Nodes.RemoveListItem<UnityEngine.Vector3>{}
    355.         class FlowCanvas_Nodes_RemoveListItem_Vector4 : FlowCanvas.Nodes.RemoveListItem<UnityEngine.Vector4>{}
    356.         class FlowCanvas_Nodes_RemoveListItem_Quaternion : FlowCanvas.Nodes.RemoveListItem<UnityEngine.Quaternion>{}
    357.         class FlowCanvas_Nodes_RemoveListItem_Keyframe : FlowCanvas.Nodes.RemoveListItem<UnityEngine.Keyframe>{}
    358.         class FlowCanvas_Nodes_RemoveListItem_Bounds : FlowCanvas.Nodes.RemoveListItem<UnityEngine.Bounds>{}
    359.         class FlowCanvas_Nodes_RemoveListItem_Color : FlowCanvas.Nodes.RemoveListItem<UnityEngine.Color>{}
    360.         class FlowCanvas_Nodes_RemoveListItem_Rect : FlowCanvas.Nodes.RemoveListItem<UnityEngine.Rect>{}
    361.         class FlowCanvas_Nodes_RemoveListItem_ContactPoint : FlowCanvas.Nodes.RemoveListItem<UnityEngine.ContactPoint>{}
    362.         class FlowCanvas_Nodes_RemoveListItem_ContactPoint2D : FlowCanvas.Nodes.RemoveListItem<UnityEngine.ContactPoint2D>{}
    363.         class FlowCanvas_Nodes_RemoveListItem_Collision : FlowCanvas.Nodes.RemoveListItem<UnityEngine.Collision>{}
    364.         class FlowCanvas_Nodes_RemoveListItem_Collision2D : FlowCanvas.Nodes.RemoveListItem<UnityEngine.Collision2D>{}
    365.         class FlowCanvas_Nodes_RemoveListItem_LayerMask : FlowCanvas.Nodes.RemoveListItem<UnityEngine.LayerMask>{}
    366.  
    367.         class FlowCanvas_Nodes_RemoveListItemAt_Boolean : FlowCanvas.Nodes.RemoveListItemAt<System.Boolean>{}
    368.         class FlowCanvas_Nodes_RemoveListItemAt_Single : FlowCanvas.Nodes.RemoveListItemAt<System.Single>{}
    369.         class FlowCanvas_Nodes_RemoveListItemAt_Int32 : FlowCanvas.Nodes.RemoveListItemAt<System.Int32>{}
    370.         class FlowCanvas_Nodes_RemoveListItemAt_Vector2 : FlowCanvas.Nodes.RemoveListItemAt<UnityEngine.Vector2>{}
    371.         class FlowCanvas_Nodes_RemoveListItemAt_Vector3 : FlowCanvas.Nodes.RemoveListItemAt<UnityEngine.Vector3>{}
    372.         class FlowCanvas_Nodes_RemoveListItemAt_Vector4 : FlowCanvas.Nodes.RemoveListItemAt<UnityEngine.Vector4>{}
    373.         class FlowCanvas_Nodes_RemoveListItemAt_Quaternion : FlowCanvas.Nodes.RemoveListItemAt<UnityEngine.Quaternion>{}
    374.         class FlowCanvas_Nodes_RemoveListItemAt_Keyframe : FlowCanvas.Nodes.RemoveListItemAt<UnityEngine.Keyframe>{}
    375.         class FlowCanvas_Nodes_RemoveListItemAt_Bounds : FlowCanvas.Nodes.RemoveListItemAt<UnityEngine.Bounds>{}
    376.         class FlowCanvas_Nodes_RemoveListItemAt_Color : FlowCanvas.Nodes.RemoveListItemAt<UnityEngine.Color>{}
    377.         class FlowCanvas_Nodes_RemoveListItemAt_Rect : FlowCanvas.Nodes.RemoveListItemAt<UnityEngine.Rect>{}
    378.         class FlowCanvas_Nodes_RemoveListItemAt_ContactPoint : FlowCanvas.Nodes.RemoveListItemAt<UnityEngine.ContactPoint>{}
    379.         class FlowCanvas_Nodes_RemoveListItemAt_ContactPoint2D : FlowCanvas.Nodes.RemoveListItemAt<UnityEngine.ContactPoint2D>{}
    380.         class FlowCanvas_Nodes_RemoveListItemAt_Collision : FlowCanvas.Nodes.RemoveListItemAt<UnityEngine.Collision>{}
    381.         class FlowCanvas_Nodes_RemoveListItemAt_Collision2D : FlowCanvas.Nodes.RemoveListItemAt<UnityEngine.Collision2D>{}
    382.         class FlowCanvas_Nodes_RemoveListItemAt_LayerMask : FlowCanvas.Nodes.RemoveListItemAt<UnityEngine.LayerMask>{}
    383.  
    384.         class FlowCanvas_Nodes_SendEvent_Boolean : FlowCanvas.Nodes.SendEvent<System.Boolean>{}
    385.         class FlowCanvas_Nodes_SendEvent_Single : FlowCanvas.Nodes.SendEvent<System.Single>{}
    386.         class FlowCanvas_Nodes_SendEvent_Int32 : FlowCanvas.Nodes.SendEvent<System.Int32>{}
    387.         class FlowCanvas_Nodes_SendEvent_Vector2 : FlowCanvas.Nodes.SendEvent<UnityEngine.Vector2>{}
    388.         class FlowCanvas_Nodes_SendEvent_Vector3 : FlowCanvas.Nodes.SendEvent<UnityEngine.Vector3>{}
    389.         class FlowCanvas_Nodes_SendEvent_Vector4 : FlowCanvas.Nodes.SendEvent<UnityEngine.Vector4>{}
    390.         class FlowCanvas_Nodes_SendEvent_Quaternion : FlowCanvas.Nodes.SendEvent<UnityEngine.Quaternion>{}
    391.         class FlowCanvas_Nodes_SendEvent_Keyframe : FlowCanvas.Nodes.SendEvent<UnityEngine.Keyframe>{}
    392.         class FlowCanvas_Nodes_SendEvent_Bounds : FlowCanvas.Nodes.SendEvent<UnityEngine.Bounds>{}
    393.         class FlowCanvas_Nodes_SendEvent_Color : FlowCanvas.Nodes.SendEvent<UnityEngine.Color>{}
    394.         class FlowCanvas_Nodes_SendEvent_Rect : FlowCanvas.Nodes.SendEvent<UnityEngine.Rect>{}
    395.         class FlowCanvas_Nodes_SendEvent_ContactPoint : FlowCanvas.Nodes.SendEvent<UnityEngine.ContactPoint>{}
    396.         class FlowCanvas_Nodes_SendEvent_ContactPoint2D : FlowCanvas.Nodes.SendEvent<UnityEngine.ContactPoint2D>{}
    397.         class FlowCanvas_Nodes_SendEvent_Collision : FlowCanvas.Nodes.SendEvent<UnityEngine.Collision>{}
    398.         class FlowCanvas_Nodes_SendEvent_Collision2D : FlowCanvas.Nodes.SendEvent<UnityEngine.Collision2D>{}
    399.         class FlowCanvas_Nodes_SendEvent_LayerMask : FlowCanvas.Nodes.SendEvent<UnityEngine.LayerMask>{}
    400.  
    401.         class FlowCanvas_Nodes_SendGlobalEvent_Boolean : FlowCanvas.Nodes.SendGlobalEvent<System.Boolean>{}
    402.         class FlowCanvas_Nodes_SendGlobalEvent_Single : FlowCanvas.Nodes.SendGlobalEvent<System.Single>{}
    403.         class FlowCanvas_Nodes_SendGlobalEvent_Int32 : FlowCanvas.Nodes.SendGlobalEvent<System.Int32>{}
    404.         class FlowCanvas_Nodes_SendGlobalEvent_Vector2 : FlowCanvas.Nodes.SendGlobalEvent<UnityEngine.Vector2>{}
    405.         class FlowCanvas_Nodes_SendGlobalEvent_Vector3 : FlowCanvas.Nodes.SendGlobalEvent<UnityEngine.Vector3>{}
    406.         class FlowCanvas_Nodes_SendGlobalEvent_Vector4 : FlowCanvas.Nodes.SendGlobalEvent<UnityEngine.Vector4>{}
    407.         class FlowCanvas_Nodes_SendGlobalEvent_Quaternion : FlowCanvas.Nodes.SendGlobalEvent<UnityEngine.Quaternion>{}
    408.         class FlowCanvas_Nodes_SendGlobalEvent_Keyframe : FlowCanvas.Nodes.SendGlobalEvent<UnityEngine.Keyframe>{}
    409.         class FlowCanvas_Nodes_SendGlobalEvent_Bounds : FlowCanvas.Nodes.SendGlobalEvent<UnityEngine.Bounds>{}
    410.         class FlowCanvas_Nodes_SendGlobalEvent_Color : FlowCanvas.Nodes.SendGlobalEvent<UnityEngine.Color>{}
    411.         class FlowCanvas_Nodes_SendGlobalEvent_Rect : FlowCanvas.Nodes.SendGlobalEvent<UnityEngine.Rect>{}
    412.         class FlowCanvas_Nodes_SendGlobalEvent_ContactPoint : FlowCanvas.Nodes.SendGlobalEvent<UnityEngine.ContactPoint>{}
    413.         class FlowCanvas_Nodes_SendGlobalEvent_ContactPoint2D : FlowCanvas.Nodes.SendGlobalEvent<UnityEngine.ContactPoint2D>{}
    414.         class FlowCanvas_Nodes_SendGlobalEvent_Collision : FlowCanvas.Nodes.SendGlobalEvent<UnityEngine.Collision>{}
    415.         class FlowCanvas_Nodes_SendGlobalEvent_Collision2D : FlowCanvas.Nodes.SendGlobalEvent<UnityEngine.Collision2D>{}
    416.         class FlowCanvas_Nodes_SendGlobalEvent_LayerMask : FlowCanvas.Nodes.SendGlobalEvent<UnityEngine.LayerMask>{}
    417.  
    418.         class FlowCanvas_Nodes_SetListItem_Boolean : FlowCanvas.Nodes.SetListItem<System.Boolean>{}
    419.         class FlowCanvas_Nodes_SetListItem_Single : FlowCanvas.Nodes.SetListItem<System.Single>{}
    420.         class FlowCanvas_Nodes_SetListItem_Int32 : FlowCanvas.Nodes.SetListItem<System.Int32>{}
    421.         class FlowCanvas_Nodes_SetListItem_Vector2 : FlowCanvas.Nodes.SetListItem<UnityEngine.Vector2>{}
    422.         class FlowCanvas_Nodes_SetListItem_Vector3 : FlowCanvas.Nodes.SetListItem<UnityEngine.Vector3>{}
    423.         class FlowCanvas_Nodes_SetListItem_Vector4 : FlowCanvas.Nodes.SetListItem<UnityEngine.Vector4>{}
    424.         class FlowCanvas_Nodes_SetListItem_Quaternion : FlowCanvas.Nodes.SetListItem<UnityEngine.Quaternion>{}
    425.         class FlowCanvas_Nodes_SetListItem_Keyframe : FlowCanvas.Nodes.SetListItem<UnityEngine.Keyframe>{}
    426.         class FlowCanvas_Nodes_SetListItem_Bounds : FlowCanvas.Nodes.SetListItem<UnityEngine.Bounds>{}
    427.         class FlowCanvas_Nodes_SetListItem_Color : FlowCanvas.Nodes.SetListItem<UnityEngine.Color>{}
    428.         class FlowCanvas_Nodes_SetListItem_Rect : FlowCanvas.Nodes.SetListItem<UnityEngine.Rect>{}
    429.         class FlowCanvas_Nodes_SetListItem_ContactPoint : FlowCanvas.Nodes.SetListItem<UnityEngine.ContactPoint>{}
    430.         class FlowCanvas_Nodes_SetListItem_ContactPoint2D : FlowCanvas.Nodes.SetListItem<UnityEngine.ContactPoint2D>{}
    431.         class FlowCanvas_Nodes_SetListItem_Collision : FlowCanvas.Nodes.SetListItem<UnityEngine.Collision>{}
    432.         class FlowCanvas_Nodes_SetListItem_Collision2D : FlowCanvas.Nodes.SetListItem<UnityEngine.Collision2D>{}
    433.         class FlowCanvas_Nodes_SetListItem_LayerMask : FlowCanvas.Nodes.SetListItem<UnityEngine.LayerMask>{}
    434.  
    435.         class FlowCanvas_Nodes_SetOtherVariable_Boolean : FlowCanvas.Nodes.SetOtherVariable<System.Boolean>{}
    436.         class FlowCanvas_Nodes_SetOtherVariable_Single : FlowCanvas.Nodes.SetOtherVariable<System.Single>{}
    437.         class FlowCanvas_Nodes_SetOtherVariable_Int32 : FlowCanvas.Nodes.SetOtherVariable<System.Int32>{}
    438.         class FlowCanvas_Nodes_SetOtherVariable_Vector2 : FlowCanvas.Nodes.SetOtherVariable<UnityEngine.Vector2>{}
    439.         class FlowCanvas_Nodes_SetOtherVariable_Vector3 : FlowCanvas.Nodes.SetOtherVariable<UnityEngine.Vector3>{}
    440.         class FlowCanvas_Nodes_SetOtherVariable_Vector4 : FlowCanvas.Nodes.SetOtherVariable<UnityEngine.Vector4>{}
    441.         class FlowCanvas_Nodes_SetOtherVariable_Quaternion : FlowCanvas.Nodes.SetOtherVariable<UnityEngine.Quaternion>{}
    442.         class FlowCanvas_Nodes_SetOtherVariable_Keyframe : FlowCanvas.Nodes.SetOtherVariable<UnityEngine.Keyframe>{}
    443.         class FlowCanvas_Nodes_SetOtherVariable_Bounds : FlowCanvas.Nodes.SetOtherVariable<UnityEngine.Bounds>{}
    444.         class FlowCanvas_Nodes_SetOtherVariable_Color : FlowCanvas.Nodes.SetOtherVariable<UnityEngine.Color>{}
    445.         class FlowCanvas_Nodes_SetOtherVariable_Rect : FlowCanvas.Nodes.SetOtherVariable<UnityEngine.Rect>{}
    446.         class FlowCanvas_Nodes_SetOtherVariable_ContactPoint : FlowCanvas.Nodes.SetOtherVariable<UnityEngine.ContactPoint>{}
    447.         class FlowCanvas_Nodes_SetOtherVariable_ContactPoint2D : FlowCanvas.Nodes.SetOtherVariable<UnityEngine.ContactPoint2D>{}
    448.         class FlowCanvas_Nodes_SetOtherVariable_Collision : FlowCanvas.Nodes.SetOtherVariable<UnityEngine.Collision>{}
    449.         class FlowCanvas_Nodes_SetOtherVariable_Collision2D : FlowCanvas.Nodes.SetOtherVariable<UnityEngine.Collision2D>{}
    450.         class FlowCanvas_Nodes_SetOtherVariable_LayerMask : FlowCanvas.Nodes.SetOtherVariable<UnityEngine.LayerMask>{}
    451.  
    452.         class FlowCanvas_Nodes_SetVariable_Boolean : FlowCanvas.Nodes.SetVariable<System.Boolean>{}
    453.         class FlowCanvas_Nodes_SetVariable_Single : FlowCanvas.Nodes.SetVariable<System.Single>{}
    454.         class FlowCanvas_Nodes_SetVariable_Int32 : FlowCanvas.Nodes.SetVariable<System.Int32>{}
    455.         class FlowCanvas_Nodes_SetVariable_Vector2 : FlowCanvas.Nodes.SetVariable<UnityEngine.Vector2>{}
    456.         class FlowCanvas_Nodes_SetVariable_Vector3 : FlowCanvas.Nodes.SetVariable<UnityEngine.Vector3>{}
    457.         class FlowCanvas_Nodes_SetVariable_Vector4 : FlowCanvas.Nodes.SetVariable<UnityEngine.Vector4>{}
    458.         class FlowCanvas_Nodes_SetVariable_Quaternion : FlowCanvas.Nodes.SetVariable<UnityEngine.Quaternion>{}
    459.         class FlowCanvas_Nodes_SetVariable_Keyframe : FlowCanvas.Nodes.SetVariable<UnityEngine.Keyframe>{}
    460.         class FlowCanvas_Nodes_SetVariable_Bounds : FlowCanvas.Nodes.SetVariable<UnityEngine.Bounds>{}
    461.         class FlowCanvas_Nodes_SetVariable_Color : FlowCanvas.Nodes.SetVariable<UnityEngine.Color>{}
    462.         class FlowCanvas_Nodes_SetVariable_Rect : FlowCanvas.Nodes.SetVariable<UnityEngine.Rect>{}
    463.         class FlowCanvas_Nodes_SetVariable_ContactPoint : FlowCanvas.Nodes.SetVariable<UnityEngine.ContactPoint>{}
    464.         class FlowCanvas_Nodes_SetVariable_ContactPoint2D : FlowCanvas.Nodes.SetVariable<UnityEngine.ContactPoint2D>{}
    465.         class FlowCanvas_Nodes_SetVariable_Collision : FlowCanvas.Nodes.SetVariable<UnityEngine.Collision>{}
    466.         class FlowCanvas_Nodes_SetVariable_Collision2D : FlowCanvas.Nodes.SetVariable<UnityEngine.Collision2D>{}
    467.         class FlowCanvas_Nodes_SetVariable_LayerMask : FlowCanvas.Nodes.SetVariable<UnityEngine.LayerMask>{}
    468.  
    469.         class FlowCanvas_Nodes_ShuffleList_Boolean : FlowCanvas.Nodes.ShuffleList<System.Boolean>{}
    470.         class FlowCanvas_Nodes_ShuffleList_Single : FlowCanvas.Nodes.ShuffleList<System.Single>{}
    471.         class FlowCanvas_Nodes_ShuffleList_Int32 : FlowCanvas.Nodes.ShuffleList<System.Int32>{}
    472.         class FlowCanvas_Nodes_ShuffleList_Vector2 : FlowCanvas.Nodes.ShuffleList<UnityEngine.Vector2>{}
    473.         class FlowCanvas_Nodes_ShuffleList_Vector3 : FlowCanvas.Nodes.ShuffleList<UnityEngine.Vector3>{}
    474.         class FlowCanvas_Nodes_ShuffleList_Vector4 : FlowCanvas.Nodes.ShuffleList<UnityEngine.Vector4>{}
    475.         class FlowCanvas_Nodes_ShuffleList_Quaternion : FlowCanvas.Nodes.ShuffleList<UnityEngine.Quaternion>{}
    476.         class FlowCanvas_Nodes_ShuffleList_Keyframe : FlowCanvas.Nodes.ShuffleList<UnityEngine.Keyframe>{}
    477.         class FlowCanvas_Nodes_ShuffleList_Bounds : FlowCanvas.Nodes.ShuffleList<UnityEngine.Bounds>{}
    478.         class FlowCanvas_Nodes_ShuffleList_Color : FlowCanvas.Nodes.ShuffleList<UnityEngine.Color>{}
    479.         class FlowCanvas_Nodes_ShuffleList_Rect : FlowCanvas.Nodes.ShuffleList<UnityEngine.Rect>{}
    480.         class FlowCanvas_Nodes_ShuffleList_ContactPoint : FlowCanvas.Nodes.ShuffleList<UnityEngine.ContactPoint>{}
    481.         class FlowCanvas_Nodes_ShuffleList_ContactPoint2D : FlowCanvas.Nodes.ShuffleList<UnityEngine.ContactPoint2D>{}
    482.         class FlowCanvas_Nodes_ShuffleList_Collision : FlowCanvas.Nodes.ShuffleList<UnityEngine.Collision>{}
    483.         class FlowCanvas_Nodes_ShuffleList_Collision2D : FlowCanvas.Nodes.ShuffleList<UnityEngine.Collision2D>{}
    484.         class FlowCanvas_Nodes_ShuffleList_LayerMask : FlowCanvas.Nodes.ShuffleList<UnityEngine.LayerMask>{}
    485.  
    486.         class FlowCanvas_Nodes_StaticCodeEvent_Boolean : FlowCanvas.Nodes.StaticCodeEvent<System.Boolean>{}
    487.         class FlowCanvas_Nodes_StaticCodeEvent_Single : FlowCanvas.Nodes.StaticCodeEvent<System.Single>{}
    488.         class FlowCanvas_Nodes_StaticCodeEvent_Int32 : FlowCanvas.Nodes.StaticCodeEvent<System.Int32>{}
    489.         class FlowCanvas_Nodes_StaticCodeEvent_Vector2 : FlowCanvas.Nodes.StaticCodeEvent<UnityEngine.Vector2>{}
    490.         class FlowCanvas_Nodes_StaticCodeEvent_Vector3 : FlowCanvas.Nodes.StaticCodeEvent<UnityEngine.Vector3>{}
    491.         class FlowCanvas_Nodes_StaticCodeEvent_Vector4 : FlowCanvas.Nodes.StaticCodeEvent<UnityEngine.Vector4>{}
    492.         class FlowCanvas_Nodes_StaticCodeEvent_Quaternion : FlowCanvas.Nodes.StaticCodeEvent<UnityEngine.Quaternion>{}
    493.         class FlowCanvas_Nodes_StaticCodeEvent_Keyframe : FlowCanvas.Nodes.StaticCodeEvent<UnityEngine.Keyframe>{}
    494.         class FlowCanvas_Nodes_StaticCodeEvent_Bounds : FlowCanvas.Nodes.StaticCodeEvent<UnityEngine.Bounds>{}
    495.         class FlowCanvas_Nodes_StaticCodeEvent_Color : FlowCanvas.Nodes.StaticCodeEvent<UnityEngine.Color>{}
    496.         class FlowCanvas_Nodes_StaticCodeEvent_Rect : FlowCanvas.Nodes.StaticCodeEvent<UnityEngine.Rect>{}
    497.         class FlowCanvas_Nodes_StaticCodeEvent_ContactPoint : FlowCanvas.Nodes.StaticCodeEvent<UnityEngine.ContactPoint>{}
    498.         class FlowCanvas_Nodes_StaticCodeEvent_ContactPoint2D : FlowCanvas.Nodes.StaticCodeEvent<UnityEngine.ContactPoint2D>{}
    499.         class FlowCanvas_Nodes_StaticCodeEvent_Collision : FlowCanvas.Nodes.StaticCodeEvent<UnityEngine.Collision>{}
    500.         class FlowCanvas_Nodes_StaticCodeEvent_Collision2D : FlowCanvas.Nodes.StaticCodeEvent<UnityEngine.Collision2D>{}
    501.         class FlowCanvas_Nodes_StaticCodeEvent_LayerMask : FlowCanvas.Nodes.StaticCodeEvent<UnityEngine.LayerMask>{}
    502.  
    503.         class FlowCanvas_Nodes_SwitchValue_Boolean : FlowCanvas.Nodes.SwitchValue<System.Boolean>{}
    504.         class FlowCanvas_Nodes_SwitchValue_Single : FlowCanvas.Nodes.SwitchValue<System.Single>{}
    505.         class FlowCanvas_Nodes_SwitchValue_Int32 : FlowCanvas.Nodes.SwitchValue<System.Int32>{}
    506.         class FlowCanvas_Nodes_SwitchValue_Vector2 : FlowCanvas.Nodes.SwitchValue<UnityEngine.Vector2>{}
    507.         class FlowCanvas_Nodes_SwitchValue_Vector3 : FlowCanvas.Nodes.SwitchValue<UnityEngine.Vector3>{}
    508.         class FlowCanvas_Nodes_SwitchValue_Vector4 : FlowCanvas.Nodes.SwitchValue<UnityEngine.Vector4>{}
    509.         class FlowCanvas_Nodes_SwitchValue_Quaternion : FlowCanvas.Nodes.SwitchValue<UnityEngine.Quaternion>{}
    510.         class FlowCanvas_Nodes_SwitchValue_Keyframe : FlowCanvas.Nodes.SwitchValue<UnityEngine.Keyframe>{}
    511.         class FlowCanvas_Nodes_SwitchValue_Bounds : FlowCanvas.Nodes.SwitchValue<UnityEngine.Bounds>{}
    512.         class FlowCanvas_Nodes_SwitchValue_Color : FlowCanvas.Nodes.SwitchValue<UnityEngine.Color>{}
    513.         class FlowCanvas_Nodes_SwitchValue_Rect : FlowCanvas.Nodes.SwitchValue<UnityEngine.Rect>{}
    514.         class FlowCanvas_Nodes_SwitchValue_ContactPoint : FlowCanvas.Nodes.SwitchValue<UnityEngine.ContactPoint>{}
    515.         class FlowCanvas_Nodes_SwitchValue_ContactPoint2D : FlowCanvas.Nodes.SwitchValue<UnityEngine.ContactPoint2D>{}
    516.         class FlowCanvas_Nodes_SwitchValue_Collision : FlowCanvas.Nodes.SwitchValue<UnityEngine.Collision>{}
    517.         class FlowCanvas_Nodes_SwitchValue_Collision2D : FlowCanvas.Nodes.SwitchValue<UnityEngine.Collision2D>{}
    518.         class FlowCanvas_Nodes_SwitchValue_LayerMask : FlowCanvas.Nodes.SwitchValue<UnityEngine.LayerMask>{}
    519.  
    520.         class FlowCanvas_Nodes_ToArray_Boolean : FlowCanvas.Nodes.ToArray<System.Boolean>{}
    521.         class FlowCanvas_Nodes_ToArray_Single : FlowCanvas.Nodes.ToArray<System.Single>{}
    522.         class FlowCanvas_Nodes_ToArray_Int32 : FlowCanvas.Nodes.ToArray<System.Int32>{}
    523.         class FlowCanvas_Nodes_ToArray_Vector2 : FlowCanvas.Nodes.ToArray<UnityEngine.Vector2>{}
    524.         class FlowCanvas_Nodes_ToArray_Vector3 : FlowCanvas.Nodes.ToArray<UnityEngine.Vector3>{}
    525.         class FlowCanvas_Nodes_ToArray_Vector4 : FlowCanvas.Nodes.ToArray<UnityEngine.Vector4>{}
    526.         class FlowCanvas_Nodes_ToArray_Quaternion : FlowCanvas.Nodes.ToArray<UnityEngine.Quaternion>{}
    527.         class FlowCanvas_Nodes_ToArray_Keyframe : FlowCanvas.Nodes.ToArray<UnityEngine.Keyframe>{}
    528.         class FlowCanvas_Nodes_ToArray_Bounds : FlowCanvas.Nodes.ToArray<UnityEngine.Bounds>{}
    529.         class FlowCanvas_Nodes_ToArray_Color : FlowCanvas.Nodes.ToArray<UnityEngine.Color>{}
    530.         class FlowCanvas_Nodes_ToArray_Rect : FlowCanvas.Nodes.ToArray<UnityEngine.Rect>{}
    531.         class FlowCanvas_Nodes_ToArray_ContactPoint : FlowCanvas.Nodes.ToArray<UnityEngine.ContactPoint>{}
    532.         class FlowCanvas_Nodes_ToArray_ContactPoint2D : FlowCanvas.Nodes.ToArray<UnityEngine.ContactPoint2D>{}
    533.         class FlowCanvas_Nodes_ToArray_Collision : FlowCanvas.Nodes.ToArray<UnityEngine.Collision>{}
    534.         class FlowCanvas_Nodes_ToArray_Collision2D : FlowCanvas.Nodes.ToArray<UnityEngine.Collision2D>{}
    535.         class FlowCanvas_Nodes_ToArray_LayerMask : FlowCanvas.Nodes.ToArray<UnityEngine.LayerMask>{}
    536.  
    537.         class FlowCanvas_Nodes_ToList_Boolean : FlowCanvas.Nodes.ToList<System.Boolean>{}
    538.         class FlowCanvas_Nodes_ToList_Single : FlowCanvas.Nodes.ToList<System.Single>{}
    539.         class FlowCanvas_Nodes_ToList_Int32 : FlowCanvas.Nodes.ToList<System.Int32>{}
    540.         class FlowCanvas_Nodes_ToList_Vector2 : FlowCanvas.Nodes.ToList<UnityEngine.Vector2>{}
    541.         class FlowCanvas_Nodes_ToList_Vector3 : FlowCanvas.Nodes.ToList<UnityEngine.Vector3>{}
    542.         class FlowCanvas_Nodes_ToList_Vector4 : FlowCanvas.Nodes.ToList<UnityEngine.Vector4>{}
    543.         class FlowCanvas_Nodes_ToList_Quaternion : FlowCanvas.Nodes.ToList<UnityEngine.Quaternion>{}
    544.         class FlowCanvas_Nodes_ToList_Keyframe : FlowCanvas.Nodes.ToList<UnityEngine.Keyframe>{}
    545.         class FlowCanvas_Nodes_ToList_Bounds : FlowCanvas.Nodes.ToList<UnityEngine.Bounds>{}
    546.         class FlowCanvas_Nodes_ToList_Color : FlowCanvas.Nodes.ToList<UnityEngine.Color>{}
    547.         class FlowCanvas_Nodes_ToList_Rect : FlowCanvas.Nodes.ToList<UnityEngine.Rect>{}
    548.         class FlowCanvas_Nodes_ToList_ContactPoint : FlowCanvas.Nodes.ToList<UnityEngine.ContactPoint>{}
    549.         class FlowCanvas_Nodes_ToList_ContactPoint2D : FlowCanvas.Nodes.ToList<UnityEngine.ContactPoint2D>{}
    550.         class FlowCanvas_Nodes_ToList_Collision : FlowCanvas.Nodes.ToList<UnityEngine.Collision>{}
    551.         class FlowCanvas_Nodes_ToList_Collision2D : FlowCanvas.Nodes.ToList<UnityEngine.Collision2D>{}
    552.         class FlowCanvas_Nodes_ToList_LayerMask : FlowCanvas.Nodes.ToList<UnityEngine.LayerMask>{}
    553.  
    554.         class NodeCanvas_Framework_BBParameter_Boolean : NodeCanvas.Framework.BBParameter<System.Boolean>{}
    555.         class NodeCanvas_Framework_BBParameter_Single : NodeCanvas.Framework.BBParameter<System.Single>{}
    556.         class NodeCanvas_Framework_BBParameter_Int32 : NodeCanvas.Framework.BBParameter<System.Int32>{}
    557.         class NodeCanvas_Framework_BBParameter_Vector2 : NodeCanvas.Framework.BBParameter<UnityEngine.Vector2>{}
    558.         class NodeCanvas_Framework_BBParameter_Vector3 : NodeCanvas.Framework.BBParameter<UnityEngine.Vector3>{}
    559.         class NodeCanvas_Framework_BBParameter_Vector4 : NodeCanvas.Framework.BBParameter<UnityEngine.Vector4>{}
    560.         class NodeCanvas_Framework_BBParameter_Quaternion : NodeCanvas.Framework.BBParameter<UnityEngine.Quaternion>{}
    561.         class NodeCanvas_Framework_BBParameter_Keyframe : NodeCanvas.Framework.BBParameter<UnityEngine.Keyframe>{}
    562.         class NodeCanvas_Framework_BBParameter_Bounds : NodeCanvas.Framework.BBParameter<UnityEngine.Bounds>{}
    563.         class NodeCanvas_Framework_BBParameter_Color : NodeCanvas.Framework.BBParameter<UnityEngine.Color>{}
    564.         class NodeCanvas_Framework_BBParameter_Rect : NodeCanvas.Framework.BBParameter<UnityEngine.Rect>{}
    565.         class NodeCanvas_Framework_BBParameter_ContactPoint : NodeCanvas.Framework.BBParameter<UnityEngine.ContactPoint>{}
    566.         class NodeCanvas_Framework_BBParameter_ContactPoint2D : NodeCanvas.Framework.BBParameter<UnityEngine.ContactPoint2D>{}
    567.         class NodeCanvas_Framework_BBParameter_Collision : NodeCanvas.Framework.BBParameter<UnityEngine.Collision>{}
    568.         class NodeCanvas_Framework_BBParameter_Collision2D : NodeCanvas.Framework.BBParameter<UnityEngine.Collision2D>{}
    569.         class NodeCanvas_Framework_BBParameter_LayerMask : NodeCanvas.Framework.BBParameter<UnityEngine.LayerMask>{}
    570.  
    571.         class NodeCanvas_Framework_Variable_Boolean : NodeCanvas.Framework.Variable<System.Boolean>{}
    572.         class NodeCanvas_Framework_Variable_Single : NodeCanvas.Framework.Variable<System.Single>{}
    573.         class NodeCanvas_Framework_Variable_Int32 : NodeCanvas.Framework.Variable<System.Int32>{}
    574.         class NodeCanvas_Framework_Variable_Vector2 : NodeCanvas.Framework.Variable<UnityEngine.Vector2>{}
    575.         class NodeCanvas_Framework_Variable_Vector3 : NodeCanvas.Framework.Variable<UnityEngine.Vector3>{}
    576.         class NodeCanvas_Framework_Variable_Vector4 : NodeCanvas.Framework.Variable<UnityEngine.Vector4>{}
    577.         class NodeCanvas_Framework_Variable_Quaternion : NodeCanvas.Framework.Variable<UnityEngine.Quaternion>{}
    578.         class NodeCanvas_Framework_Variable_Keyframe : NodeCanvas.Framework.Variable<UnityEngine.Keyframe>{}
    579.         class NodeCanvas_Framework_Variable_Bounds : NodeCanvas.Framework.Variable<UnityEngine.Bounds>{}
    580.         class NodeCanvas_Framework_Variable_Color : NodeCanvas.Framework.Variable<UnityEngine.Color>{}
    581.         class NodeCanvas_Framework_Variable_Rect : NodeCanvas.Framework.Variable<UnityEngine.Rect>{}
    582.         class NodeCanvas_Framework_Variable_ContactPoint : NodeCanvas.Framework.Variable<UnityEngine.ContactPoint>{}
    583.         class NodeCanvas_Framework_Variable_ContactPoint2D : NodeCanvas.Framework.Variable<UnityEngine.ContactPoint2D>{}
    584.         class NodeCanvas_Framework_Variable_Collision : NodeCanvas.Framework.Variable<UnityEngine.Collision>{}
    585.         class NodeCanvas_Framework_Variable_Collision2D : NodeCanvas.Framework.Variable<UnityEngine.Collision2D>{}
    586.         class NodeCanvas_Framework_Variable_LayerMask : NodeCanvas.Framework.Variable<UnityEngine.LayerMask>{}
    587.  
    588.         class NodeCanvas_Tasks_Actions_AddElementToList_Boolean : NodeCanvas.Tasks.Actions.AddElementToList<System.Boolean>{}
    589.         class NodeCanvas_Tasks_Actions_AddElementToList_Single : NodeCanvas.Tasks.Actions.AddElementToList<System.Single>{}
    590.         class NodeCanvas_Tasks_Actions_AddElementToList_Int32 : NodeCanvas.Tasks.Actions.AddElementToList<System.Int32>{}
    591.         class NodeCanvas_Tasks_Actions_AddElementToList_Vector2 : NodeCanvas.Tasks.Actions.AddElementToList<UnityEngine.Vector2>{}
    592.         class NodeCanvas_Tasks_Actions_AddElementToList_Vector3 : NodeCanvas.Tasks.Actions.AddElementToList<UnityEngine.Vector3>{}
    593.         class NodeCanvas_Tasks_Actions_AddElementToList_Vector4 : NodeCanvas.Tasks.Actions.AddElementToList<UnityEngine.Vector4>{}
    594.         class NodeCanvas_Tasks_Actions_AddElementToList_Quaternion : NodeCanvas.Tasks.Actions.AddElementToList<UnityEngine.Quaternion>{}
    595.         class NodeCanvas_Tasks_Actions_AddElementToList_Keyframe : NodeCanvas.Tasks.Actions.AddElementToList<UnityEngine.Keyframe>{}
    596.         class NodeCanvas_Tasks_Actions_AddElementToList_Bounds : NodeCanvas.Tasks.Actions.AddElementToList<UnityEngine.Bounds>{}
    597.         class NodeCanvas_Tasks_Actions_AddElementToList_Color : NodeCanvas.Tasks.Actions.AddElementToList<UnityEngine.Color>{}
    598.         class NodeCanvas_Tasks_Actions_AddElementToList_Rect : NodeCanvas.Tasks.Actions.AddElementToList<UnityEngine.Rect>{}
    599.         class NodeCanvas_Tasks_Actions_AddElementToList_ContactPoint : NodeCanvas.Tasks.Actions.AddElementToList<UnityEngine.ContactPoint>{}
    600.         class NodeCanvas_Tasks_Actions_AddElementToList_ContactPoint2D : NodeCanvas.Tasks.Actions.AddElementToList<UnityEngine.ContactPoint2D>{}
    601.         class NodeCanvas_Tasks_Actions_AddElementToList_Collision : NodeCanvas.Tasks.Actions.AddElementToList<UnityEngine.Collision>{}
    602.         class NodeCanvas_Tasks_Actions_AddElementToList_Collision2D : NodeCanvas.Tasks.Actions.AddElementToList<UnityEngine.Collision2D>{}
    603.         class NodeCanvas_Tasks_Actions_AddElementToList_LayerMask : NodeCanvas.Tasks.Actions.AddElementToList<UnityEngine.LayerMask>{}
    604.  
    605.         class NodeCanvas_Tasks_Actions_PickListElement_Boolean : NodeCanvas.Tasks.Actions.PickListElement<System.Boolean>{}
    606.         class NodeCanvas_Tasks_Actions_PickListElement_Single : NodeCanvas.Tasks.Actions.PickListElement<System.Single>{}
    607.         class NodeCanvas_Tasks_Actions_PickListElement_Int32 : NodeCanvas.Tasks.Actions.PickListElement<System.Int32>{}
    608.         class NodeCanvas_Tasks_Actions_PickListElement_Vector2 : NodeCanvas.Tasks.Actions.PickListElement<UnityEngine.Vector2>{}
    609.         class NodeCanvas_Tasks_Actions_PickListElement_Vector3 : NodeCanvas.Tasks.Actions.PickListElement<UnityEngine.Vector3>{}
    610.         class NodeCanvas_Tasks_Actions_PickListElement_Vector4 : NodeCanvas.Tasks.Actions.PickListElement<UnityEngine.Vector4>{}
    611.         class NodeCanvas_Tasks_Actions_PickListElement_Quaternion : NodeCanvas.Tasks.Actions.PickListElement<UnityEngine.Quaternion>{}
    612.         class NodeCanvas_Tasks_Actions_PickListElement_Keyframe : NodeCanvas.Tasks.Actions.PickListElement<UnityEngine.Keyframe>{}
    613.         class NodeCanvas_Tasks_Actions_PickListElement_Bounds : NodeCanvas.Tasks.Actions.PickListElement<UnityEngine.Bounds>{}
    614.         class NodeCanvas_Tasks_Actions_PickListElement_Color : NodeCanvas.Tasks.Actions.PickListElement<UnityEngine.Color>{}
    615.         class NodeCanvas_Tasks_Actions_PickListElement_Rect : NodeCanvas.Tasks.Actions.PickListElement<UnityEngine.Rect>{}
    616.         class NodeCanvas_Tasks_Actions_PickListElement_ContactPoint : NodeCanvas.Tasks.Actions.PickListElement<UnityEngine.ContactPoint>{}
    617.         class NodeCanvas_Tasks_Actions_PickListElement_ContactPoint2D : NodeCanvas.Tasks.Actions.PickListElement<UnityEngine.ContactPoint2D>{}
    618.         class NodeCanvas_Tasks_Actions_PickListElement_Collision : NodeCanvas.Tasks.Actions.PickListElement<UnityEngine.Collision>{}
    619.         class NodeCanvas_Tasks_Actions_PickListElement_Collision2D : NodeCanvas.Tasks.Actions.PickListElement<UnityEngine.Collision2D>{}
    620.         class NodeCanvas_Tasks_Actions_PickListElement_LayerMask : NodeCanvas.Tasks.Actions.PickListElement<UnityEngine.LayerMask>{}
    621.  
    622.         class NodeCanvas_Tasks_Actions_PickRandomListElement_Boolean : NodeCanvas.Tasks.Actions.PickRandomListElement<System.Boolean>{}
    623.         class NodeCanvas_Tasks_Actions_PickRandomListElement_Single : NodeCanvas.Tasks.Actions.PickRandomListElement<System.Single>{}
    624.         class NodeCanvas_Tasks_Actions_PickRandomListElement_Int32 : NodeCanvas.Tasks.Actions.PickRandomListElement<System.Int32>{}
    625.         class NodeCanvas_Tasks_Actions_PickRandomListElement_Vector2 : NodeCanvas.Tasks.Actions.PickRandomListElement<UnityEngine.Vector2>{}
    626.         class NodeCanvas_Tasks_Actions_PickRandomListElement_Vector3 : NodeCanvas.Tasks.Actions.PickRandomListElement<UnityEngine.Vector3>{}
    627.         class NodeCanvas_Tasks_Actions_PickRandomListElement_Vector4 : NodeCanvas.Tasks.Actions.PickRandomListElement<UnityEngine.Vector4>{}
    628.         class NodeCanvas_Tasks_Actions_PickRandomListElement_Quaternion : NodeCanvas.Tasks.Actions.PickRandomListElement<UnityEngine.Quaternion>{}
    629.         class NodeCanvas_Tasks_Actions_PickRandomListElement_Keyframe : NodeCanvas.Tasks.Actions.PickRandomListElement<UnityEngine.Keyframe>{}
    630.         class NodeCanvas_Tasks_Actions_PickRandomListElement_Bounds : NodeCanvas.Tasks.Actions.PickRandomListElement<UnityEngine.Bounds>{}
    631.         class NodeCanvas_Tasks_Actions_PickRandomListElement_Color : NodeCanvas.Tasks.Actions.PickRandomListElement<UnityEngine.Color>{}
    632.         class NodeCanvas_Tasks_Actions_PickRandomListElement_Rect : NodeCanvas.Tasks.Actions.PickRandomListElement<UnityEngine.Rect>{}
    633.         class NodeCanvas_Tasks_Actions_PickRandomListElement_ContactPoint : NodeCanvas.Tasks.Actions.PickRandomListElement<UnityEngine.ContactPoint>{}
    634.         class NodeCanvas_Tasks_Actions_PickRandomListElement_ContactPoint2D : NodeCanvas.Tasks.Actions.PickRandomListElement<UnityEngine.ContactPoint2D>{}
    635.         class NodeCanvas_Tasks_Actions_PickRandomListElement_Collision : NodeCanvas.Tasks.Actions.PickRandomListElement<UnityEngine.Collision>{}
    636.         class NodeCanvas_Tasks_Actions_PickRandomListElement_Collision2D : NodeCanvas.Tasks.Actions.PickRandomListElement<UnityEngine.Collision2D>{}
    637.         class NodeCanvas_Tasks_Actions_PickRandomListElement_LayerMask : NodeCanvas.Tasks.Actions.PickRandomListElement<UnityEngine.LayerMask>{}
    638.  
    639.         class NodeCanvas_Tasks_Actions_RemoveElementFromList_Boolean : NodeCanvas.Tasks.Actions.RemoveElementFromList<System.Boolean>{}
    640.         class NodeCanvas_Tasks_Actions_RemoveElementFromList_Single : NodeCanvas.Tasks.Actions.RemoveElementFromList<System.Single>{}
    641.         class NodeCanvas_Tasks_Actions_RemoveElementFromList_Int32 : NodeCanvas.Tasks.Actions.RemoveElementFromList<System.Int32>{}
    642.         class NodeCanvas_Tasks_Actions_RemoveElementFromList_Vector2 : NodeCanvas.Tasks.Actions.RemoveElementFromList<UnityEngine.Vector2>{}
    643.         class NodeCanvas_Tasks_Actions_RemoveElementFromList_Vector3 : NodeCanvas.Tasks.Actions.RemoveElementFromList<UnityEngine.Vector3>{}
    644.         class NodeCanvas_Tasks_Actions_RemoveElementFromList_Vector4 : NodeCanvas.Tasks.Actions.RemoveElementFromList<UnityEngine.Vector4>{}
    645.         class NodeCanvas_Tasks_Actions_RemoveElementFromList_Quaternion : NodeCanvas.Tasks.Actions.RemoveElementFromList<UnityEngine.Quaternion>{}
    646.         class NodeCanvas_Tasks_Actions_RemoveElementFromList_Keyframe : NodeCanvas.Tasks.Actions.RemoveElementFromList<UnityEngine.Keyframe>{}
    647.         class NodeCanvas_Tasks_Actions_RemoveElementFromList_Bounds : NodeCanvas.Tasks.Actions.RemoveElementFromList<UnityEngine.Bounds>{}
    648.         class NodeCanvas_Tasks_Actions_RemoveElementFromList_Color : NodeCanvas.Tasks.Actions.RemoveElementFromList<UnityEngine.Color>{}
    649.         class NodeCanvas_Tasks_Actions_RemoveElementFromList_Rect : NodeCanvas.Tasks.Actions.RemoveElementFromList<UnityEngine.Rect>{}
    650.         class NodeCanvas_Tasks_Actions_RemoveElementFromList_ContactPoint : NodeCanvas.Tasks.Actions.RemoveElementFromList<UnityEngine.ContactPoint>{}
    651.         class NodeCanvas_Tasks_Actions_RemoveElementFromList_ContactPoint2D : NodeCanvas.Tasks.Actions.RemoveElementFromList<UnityEngine.ContactPoint2D>{}
    652.         class NodeCanvas_Tasks_Actions_RemoveElementFromList_Collision : NodeCanvas.Tasks.Actions.RemoveElementFromList<UnityEngine.Collision>{}
    653.         class NodeCanvas_Tasks_Actions_RemoveElementFromList_Collision2D : NodeCanvas.Tasks.Actions.RemoveElementFromList<UnityEngine.Collision2D>{}
    654.         class NodeCanvas_Tasks_Actions_RemoveElementFromList_LayerMask : NodeCanvas.Tasks.Actions.RemoveElementFromList<UnityEngine.LayerMask>{}
    655.  
    656.         class NodeCanvas_Tasks_Actions_SendEvent_Boolean : NodeCanvas.Tasks.Actions.SendEvent<System.Boolean>{}
    657.         class NodeCanvas_Tasks_Actions_SendEvent_Single : NodeCanvas.Tasks.Actions.SendEvent<System.Single>{}
    658.         class NodeCanvas_Tasks_Actions_SendEvent_Int32 : NodeCanvas.Tasks.Actions.SendEvent<System.Int32>{}
    659.         class NodeCanvas_Tasks_Actions_SendEvent_Vector2 : NodeCanvas.Tasks.Actions.SendEvent<UnityEngine.Vector2>{}
    660.         class NodeCanvas_Tasks_Actions_SendEvent_Vector3 : NodeCanvas.Tasks.Actions.SendEvent<UnityEngine.Vector3>{}
    661.         class NodeCanvas_Tasks_Actions_SendEvent_Vector4 : NodeCanvas.Tasks.Actions.SendEvent<UnityEngine.Vector4>{}
    662.         class NodeCanvas_Tasks_Actions_SendEvent_Quaternion : NodeCanvas.Tasks.Actions.SendEvent<UnityEngine.Quaternion>{}
    663.         class NodeCanvas_Tasks_Actions_SendEvent_Keyframe : NodeCanvas.Tasks.Actions.SendEvent<UnityEngine.Keyframe>{}
    664.         class NodeCanvas_Tasks_Actions_SendEvent_Bounds : NodeCanvas.Tasks.Actions.SendEvent<UnityEngine.Bounds>{}
    665.         class NodeCanvas_Tasks_Actions_SendEvent_Color : NodeCanvas.Tasks.Actions.SendEvent<UnityEngine.Color>{}
    666.         class NodeCanvas_Tasks_Actions_SendEvent_Rect : NodeCanvas.Tasks.Actions.SendEvent<UnityEngine.Rect>{}
    667.         class NodeCanvas_Tasks_Actions_SendEvent_ContactPoint : NodeCanvas.Tasks.Actions.SendEvent<UnityEngine.ContactPoint>{}
    668.         class NodeCanvas_Tasks_Actions_SendEvent_ContactPoint2D : NodeCanvas.Tasks.Actions.SendEvent<UnityEngine.ContactPoint2D>{}
    669.         class NodeCanvas_Tasks_Actions_SendEvent_Collision : NodeCanvas.Tasks.Actions.SendEvent<UnityEngine.Collision>{}
    670.         class NodeCanvas_Tasks_Actions_SendEvent_Collision2D : NodeCanvas.Tasks.Actions.SendEvent<UnityEngine.Collision2D>{}
    671.         class NodeCanvas_Tasks_Actions_SendEvent_LayerMask : NodeCanvas.Tasks.Actions.SendEvent<UnityEngine.LayerMask>{}
    672.  
    673.         class NodeCanvas_Tasks_Actions_SendMessage_Boolean : NodeCanvas.Tasks.Actions.SendMessage<System.Boolean>{}
    674.         class NodeCanvas_Tasks_Actions_SendMessage_Single : NodeCanvas.Tasks.Actions.SendMessage<System.Single>{}
    675.         class NodeCanvas_Tasks_Actions_SendMessage_Int32 : NodeCanvas.Tasks.Actions.SendMessage<System.Int32>{}
    676.         class NodeCanvas_Tasks_Actions_SendMessage_Vector2 : NodeCanvas.Tasks.Actions.SendMessage<UnityEngine.Vector2>{}
    677.         class NodeCanvas_Tasks_Actions_SendMessage_Vector3 : NodeCanvas.Tasks.Actions.SendMessage<UnityEngine.Vector3>{}
    678.         class NodeCanvas_Tasks_Actions_SendMessage_Vector4 : NodeCanvas.Tasks.Actions.SendMessage<UnityEngine.Vector4>{}
    679.         class NodeCanvas_Tasks_Actions_SendMessage_Quaternion : NodeCanvas.Tasks.Actions.SendMessage<UnityEngine.Quaternion>{}
    680.         class NodeCanvas_Tasks_Actions_SendMessage_Keyframe : NodeCanvas.Tasks.Actions.SendMessage<UnityEngine.Keyframe>{}
    681.         class NodeCanvas_Tasks_Actions_SendMessage_Bounds : NodeCanvas.Tasks.Actions.SendMessage<UnityEngine.Bounds>{}
    682.         class NodeCanvas_Tasks_Actions_SendMessage_Color : NodeCanvas.Tasks.Actions.SendMessage<UnityEngine.Color>{}
    683.         class NodeCanvas_Tasks_Actions_SendMessage_Rect : NodeCanvas.Tasks.Actions.SendMessage<UnityEngine.Rect>{}
    684.         class NodeCanvas_Tasks_Actions_SendMessage_ContactPoint : NodeCanvas.Tasks.Actions.SendMessage<UnityEngine.ContactPoint>{}
    685.         class NodeCanvas_Tasks_Actions_SendMessage_ContactPoint2D : NodeCanvas.Tasks.Actions.SendMessage<UnityEngine.ContactPoint2D>{}
    686.         class NodeCanvas_Tasks_Actions_SendMessage_Collision : NodeCanvas.Tasks.Actions.SendMessage<UnityEngine.Collision>{}
    687.         class NodeCanvas_Tasks_Actions_SendMessage_Collision2D : NodeCanvas.Tasks.Actions.SendMessage<UnityEngine.Collision2D>{}
    688.         class NodeCanvas_Tasks_Actions_SendMessage_LayerMask : NodeCanvas.Tasks.Actions.SendMessage<UnityEngine.LayerMask>{}
    689.  
    690.         class NodeCanvas_Tasks_Actions_SetListElement_Boolean : NodeCanvas.Tasks.Actions.SetListElement<System.Boolean>{}
    691.         class NodeCanvas_Tasks_Actions_SetListElement_Single : NodeCanvas.Tasks.Actions.SetListElement<System.Single>{}
    692.         class NodeCanvas_Tasks_Actions_SetListElement_Int32 : NodeCanvas.Tasks.Actions.SetListElement<System.Int32>{}
    693.         class NodeCanvas_Tasks_Actions_SetListElement_Vector2 : NodeCanvas.Tasks.Actions.SetListElement<UnityEngine.Vector2>{}
    694.         class NodeCanvas_Tasks_Actions_SetListElement_Vector3 : NodeCanvas.Tasks.Actions.SetListElement<UnityEngine.Vector3>{}
    695.         class NodeCanvas_Tasks_Actions_SetListElement_Vector4 : NodeCanvas.Tasks.Actions.SetListElement<UnityEngine.Vector4>{}
    696.         class NodeCanvas_Tasks_Actions_SetListElement_Quaternion : NodeCanvas.Tasks.Actions.SetListElement<UnityEngine.Quaternion>{}
    697.         class NodeCanvas_Tasks_Actions_SetListElement_Keyframe : NodeCanvas.Tasks.Actions.SetListElement<UnityEngine.Keyframe>{}
    698.         class NodeCanvas_Tasks_Actions_SetListElement_Bounds : NodeCanvas.Tasks.Actions.SetListElement<UnityEngine.Bounds>{}
    699.         class NodeCanvas_Tasks_Actions_SetListElement_Color : NodeCanvas.Tasks.Actions.SetListElement<UnityEngine.Color>{}
    700.         class NodeCanvas_Tasks_Actions_SetListElement_Rect : NodeCanvas.Tasks.Actions.SetListElement<UnityEngine.Rect>{}
    701.         class NodeCanvas_Tasks_Actions_SetListElement_ContactPoint : NodeCanvas.Tasks.Actions.SetListElement<UnityEngine.ContactPoint>{}
    702.         class NodeCanvas_Tasks_Actions_SetListElement_ContactPoint2D : NodeCanvas.Tasks.Actions.SetListElement<UnityEngine.ContactPoint2D>{}
    703.         class NodeCanvas_Tasks_Actions_SetListElement_Collision : NodeCanvas.Tasks.Actions.SetListElement<UnityEngine.Collision>{}
    704.         class NodeCanvas_Tasks_Actions_SetListElement_Collision2D : NodeCanvas.Tasks.Actions.SetListElement<UnityEngine.Collision2D>{}
    705.         class NodeCanvas_Tasks_Actions_SetListElement_LayerMask : NodeCanvas.Tasks.Actions.SetListElement<UnityEngine.LayerMask>{}
    706.  
    707.         class NodeCanvas_Tasks_Actions_SetVariable_Boolean : NodeCanvas.Tasks.Actions.SetVariable<System.Boolean>{}
    708.         class NodeCanvas_Tasks_Actions_SetVariable_Single : NodeCanvas.Tasks.Actions.SetVariable<System.Single>{}
    709.         class NodeCanvas_Tasks_Actions_SetVariable_Int32 : NodeCanvas.Tasks.Actions.SetVariable<System.Int32>{}
    710.         class NodeCanvas_Tasks_Actions_SetVariable_Vector2 : NodeCanvas.Tasks.Actions.SetVariable<UnityEngine.Vector2>{}
    711.         class NodeCanvas_Tasks_Actions_SetVariable_Vector3 : NodeCanvas.Tasks.Actions.SetVariable<UnityEngine.Vector3>{}
    712.         class NodeCanvas_Tasks_Actions_SetVariable_Vector4 : NodeCanvas.Tasks.Actions.SetVariable<UnityEngine.Vector4>{}
    713.         class NodeCanvas_Tasks_Actions_SetVariable_Quaternion : NodeCanvas.Tasks.Actions.SetVariable<UnityEngine.Quaternion>{}
    714.         class NodeCanvas_Tasks_Actions_SetVariable_Keyframe : NodeCanvas.Tasks.Actions.SetVariable<UnityEngine.Keyframe>{}
    715.         class NodeCanvas_Tasks_Actions_SetVariable_Bounds : NodeCanvas.Tasks.Actions.SetVariable<UnityEngine.Bounds>{}
    716.         class NodeCanvas_Tasks_Actions_SetVariable_Color : NodeCanvas.Tasks.Actions.SetVariable<UnityEngine.Color>{}
    717.         class NodeCanvas_Tasks_Actions_SetVariable_Rect : NodeCanvas.Tasks.Actions.SetVariable<UnityEngine.Rect>{}
    718.         class NodeCanvas_Tasks_Actions_SetVariable_ContactPoint : NodeCanvas.Tasks.Actions.SetVariable<UnityEngine.ContactPoint>{}
    719.         class NodeCanvas_Tasks_Actions_SetVariable_ContactPoint2D : NodeCanvas.Tasks.Actions.SetVariable<UnityEngine.ContactPoint2D>{}
    720.         class NodeCanvas_Tasks_Actions_SetVariable_Collision : NodeCanvas.Tasks.Actions.SetVariable<UnityEngine.Collision>{}
    721.         class NodeCanvas_Tasks_Actions_SetVariable_Collision2D : NodeCanvas.Tasks.Actions.SetVariable<UnityEngine.Collision2D>{}
    722.         class NodeCanvas_Tasks_Actions_SetVariable_LayerMask : NodeCanvas.Tasks.Actions.SetVariable<UnityEngine.LayerMask>{}
    723.  
    724.         class NodeCanvas_Tasks_Conditions_CheckCSharpEvent_Boolean : NodeCanvas.Tasks.Conditions.CheckCSharpEvent<System.Boolean>{}
    725.         class NodeCanvas_Tasks_Conditions_CheckCSharpEvent_Single : NodeCanvas.Tasks.Conditions.CheckCSharpEvent<System.Single>{}
    726.         class NodeCanvas_Tasks_Conditions_CheckCSharpEvent_Int32 : NodeCanvas.Tasks.Conditions.CheckCSharpEvent<System.Int32>{}
    727.         class NodeCanvas_Tasks_Conditions_CheckCSharpEvent_Vector2 : NodeCanvas.Tasks.Conditions.CheckCSharpEvent<UnityEngine.Vector2>{}
    728.         class NodeCanvas_Tasks_Conditions_CheckCSharpEvent_Vector3 : NodeCanvas.Tasks.Conditions.CheckCSharpEvent<UnityEngine.Vector3>{}
    729.         class NodeCanvas_Tasks_Conditions_CheckCSharpEvent_Vector4 : NodeCanvas.Tasks.Conditions.CheckCSharpEvent<UnityEngine.Vector4>{}
    730.         class NodeCanvas_Tasks_Conditions_CheckCSharpEvent_Quaternion : NodeCanvas.Tasks.Conditions.CheckCSharpEvent<UnityEngine.Quaternion>{}
    731.         class NodeCanvas_Tasks_Conditions_CheckCSharpEvent_Keyframe : NodeCanvas.Tasks.Conditions.CheckCSharpEvent<UnityEngine.Keyframe>{}
    732.         class NodeCanvas_Tasks_Conditions_CheckCSharpEvent_Bounds : NodeCanvas.Tasks.Conditions.CheckCSharpEvent<UnityEngine.Bounds>{}
    733.         class NodeCanvas_Tasks_Conditions_CheckCSharpEvent_Color : NodeCanvas.Tasks.Conditions.CheckCSharpEvent<UnityEngine.Color>{}
    734.         class NodeCanvas_Tasks_Conditions_CheckCSharpEvent_Rect : NodeCanvas.Tasks.Conditions.CheckCSharpEvent<UnityEngine.Rect>{}
    735.         class NodeCanvas_Tasks_Conditions_CheckCSharpEvent_ContactPoint : NodeCanvas.Tasks.Conditions.CheckCSharpEvent<UnityEngine.ContactPoint>{}
    736.         class NodeCanvas_Tasks_Conditions_CheckCSharpEvent_ContactPoint2D : NodeCanvas.Tasks.Conditions.CheckCSharpEvent<UnityEngine.ContactPoint2D>{}
    737.         class NodeCanvas_Tasks_Conditions_CheckCSharpEvent_Collision : NodeCanvas.Tasks.Conditions.CheckCSharpEvent<UnityEngine.Collision>{}
    738.         class NodeCanvas_Tasks_Conditions_CheckCSharpEvent_Collision2D : NodeCanvas.Tasks.Conditions.CheckCSharpEvent<UnityEngine.Collision2D>{}
    739.         class NodeCanvas_Tasks_Conditions_CheckCSharpEvent_LayerMask : NodeCanvas.Tasks.Conditions.CheckCSharpEvent<UnityEngine.LayerMask>{}
    740.  
    741.         class NodeCanvas_Tasks_Conditions_CheckEvent_Boolean : NodeCanvas.Tasks.Conditions.CheckEvent<System.Boolean>{}
    742.         class NodeCanvas_Tasks_Conditions_CheckEvent_Single : NodeCanvas.Tasks.Conditions.CheckEvent<System.Single>{}
    743.         class NodeCanvas_Tasks_Conditions_CheckEvent_Int32 : NodeCanvas.Tasks.Conditions.CheckEvent<System.Int32>{}
    744.         class NodeCanvas_Tasks_Conditions_CheckEvent_Vector2 : NodeCanvas.Tasks.Conditions.CheckEvent<UnityEngine.Vector2>{}
    745.         class NodeCanvas_Tasks_Conditions_CheckEvent_Vector3 : NodeCanvas.Tasks.Conditions.CheckEvent<UnityEngine.Vector3>{}
    746.         class NodeCanvas_Tasks_Conditions_CheckEvent_Vector4 : NodeCanvas.Tasks.Conditions.CheckEvent<UnityEngine.Vector4>{}
    747.         class NodeCanvas_Tasks_Conditions_CheckEvent_Quaternion : NodeCanvas.Tasks.Conditions.CheckEvent<UnityEngine.Quaternion>{}
    748.         class NodeCanvas_Tasks_Conditions_CheckEvent_Keyframe : NodeCanvas.Tasks.Conditions.CheckEvent<UnityEngine.Keyframe>{}
    749.         class NodeCanvas_Tasks_Conditions_CheckEvent_Bounds : NodeCanvas.Tasks.Conditions.CheckEvent<UnityEngine.Bounds>{}
    750.         class NodeCanvas_Tasks_Conditions_CheckEvent_Color : NodeCanvas.Tasks.Conditions.CheckEvent<UnityEngine.Color>{}
    751.         class NodeCanvas_Tasks_Conditions_CheckEvent_Rect : NodeCanvas.Tasks.Conditions.CheckEvent<UnityEngine.Rect>{}
    752.         class NodeCanvas_Tasks_Conditions_CheckEvent_ContactPoint : NodeCanvas.Tasks.Conditions.CheckEvent<UnityEngine.ContactPoint>{}
    753.         class NodeCanvas_Tasks_Conditions_CheckEvent_ContactPoint2D : NodeCanvas.Tasks.Conditions.CheckEvent<UnityEngine.ContactPoint2D>{}
    754.         class NodeCanvas_Tasks_Conditions_CheckEvent_Collision : NodeCanvas.Tasks.Conditions.CheckEvent<UnityEngine.Collision>{}
    755.         class NodeCanvas_Tasks_Conditions_CheckEvent_Collision2D : NodeCanvas.Tasks.Conditions.CheckEvent<UnityEngine.Collision2D>{}
    756.         class NodeCanvas_Tasks_Conditions_CheckEvent_LayerMask : NodeCanvas.Tasks.Conditions.CheckEvent<UnityEngine.LayerMask>{}
    757.  
    758.         class NodeCanvas_Tasks_Conditions_CheckStaticCSharpEvent_Boolean : NodeCanvas.Tasks.Conditions.CheckStaticCSharpEvent<System.Boolean>{}
    759.         class NodeCanvas_Tasks_Conditions_CheckStaticCSharpEvent_Single : NodeCanvas.Tasks.Conditions.CheckStaticCSharpEvent<System.Single>{}
    760.         class NodeCanvas_Tasks_Conditions_CheckStaticCSharpEvent_Int32 : NodeCanvas.Tasks.Conditions.CheckStaticCSharpEvent<System.Int32>{}
    761.         class NodeCanvas_Tasks_Conditions_CheckStaticCSharpEvent_Vector2 : NodeCanvas.Tasks.Conditions.CheckStaticCSharpEvent<UnityEngine.Vector2>{}
    762.         class NodeCanvas_Tasks_Conditions_CheckStaticCSharpEvent_Vector3 : NodeCanvas.Tasks.Conditions.CheckStaticCSharpEvent<UnityEngine.Vector3>{}
    763.         class NodeCanvas_Tasks_Conditions_CheckStaticCSharpEvent_Vector4 : NodeCanvas.Tasks.Conditions.CheckStaticCSharpEvent<UnityEngine.Vector4>{}
    764.         class NodeCanvas_Tasks_Conditions_CheckStaticCSharpEvent_Quaternion : NodeCanvas.Tasks.Conditions.CheckStaticCSharpEvent<UnityEngine.Quaternion>{}
    765.         class NodeCanvas_Tasks_Conditions_CheckStaticCSharpEvent_Keyframe : NodeCanvas.Tasks.Conditions.CheckStaticCSharpEvent<UnityEngine.Keyframe>{}
    766.         class NodeCanvas_Tasks_Conditions_CheckStaticCSharpEvent_Bounds : NodeCanvas.Tasks.Conditions.CheckStaticCSharpEvent<UnityEngine.Bounds>{}
    767.         class NodeCanvas_Tasks_Conditions_CheckStaticCSharpEvent_Color : NodeCanvas.Tasks.Conditions.CheckStaticCSharpEvent<UnityEngine.Color>{}
    768.         class NodeCanvas_Tasks_Conditions_CheckStaticCSharpEvent_Rect : NodeCanvas.Tasks.Conditions.CheckStaticCSharpEvent<UnityEngine.Rect>{}
    769.         class NodeCanvas_Tasks_Conditions_CheckStaticCSharpEvent_ContactPoint : NodeCanvas.Tasks.Conditions.CheckStaticCSharpEvent<UnityEngine.ContactPoint>{}
    770.         class NodeCanvas_Tasks_Conditions_CheckStaticCSharpEvent_ContactPoint2D : NodeCanvas.Tasks.Conditions.CheckStaticCSharpEvent<UnityEngine.ContactPoint2D>{}
    771.         class NodeCanvas_Tasks_Conditions_CheckStaticCSharpEvent_Collision : NodeCanvas.Tasks.Conditions.CheckStaticCSharpEvent<UnityEngine.Collision>{}
    772.         class NodeCanvas_Tasks_Conditions_CheckStaticCSharpEvent_Collision2D : NodeCanvas.Tasks.Conditions.CheckStaticCSharpEvent<UnityEngine.Collision2D>{}
    773.         class NodeCanvas_Tasks_Conditions_CheckStaticCSharpEvent_LayerMask : NodeCanvas.Tasks.Conditions.CheckStaticCSharpEvent<UnityEngine.LayerMask>{}
    774.  
    775.         class NodeCanvas_Tasks_Conditions_CheckVariable_Boolean : NodeCanvas.Tasks.Conditions.CheckVariable<System.Boolean>{}
    776.         class NodeCanvas_Tasks_Conditions_CheckVariable_Single : NodeCanvas.Tasks.Conditions.CheckVariable<System.Single>{}
    777.         class NodeCanvas_Tasks_Conditions_CheckVariable_Int32 : NodeCanvas.Tasks.Conditions.CheckVariable<System.Int32>{}
    778.         class NodeCanvas_Tasks_Conditions_CheckVariable_Vector2 : NodeCanvas.Tasks.Conditions.CheckVariable<UnityEngine.Vector2>{}
    779.         class NodeCanvas_Tasks_Conditions_CheckVariable_Vector3 : NodeCanvas.Tasks.Conditions.CheckVariable<UnityEngine.Vector3>{}
    780.         class NodeCanvas_Tasks_Conditions_CheckVariable_Vector4 : NodeCanvas.Tasks.Conditions.CheckVariable<UnityEngine.Vector4>{}
    781.         class NodeCanvas_Tasks_Conditions_CheckVariable_Quaternion : NodeCanvas.Tasks.Conditions.CheckVariable<UnityEngine.Quaternion>{}
    782.         class NodeCanvas_Tasks_Conditions_CheckVariable_Keyframe : NodeCanvas.Tasks.Conditions.CheckVariable<UnityEngine.Keyframe>{}
    783.         class NodeCanvas_Tasks_Conditions_CheckVariable_Bounds : NodeCanvas.Tasks.Conditions.CheckVariable<UnityEngine.Bounds>{}
    784.         class NodeCanvas_Tasks_Conditions_CheckVariable_Color : NodeCanvas.Tasks.Conditions.CheckVariable<UnityEngine.Color>{}
    785.         class NodeCanvas_Tasks_Conditions_CheckVariable_Rect : NodeCanvas.Tasks.Conditions.CheckVariable<UnityEngine.Rect>{}
    786.         class NodeCanvas_Tasks_Conditions_CheckVariable_ContactPoint : NodeCanvas.Tasks.Conditions.CheckVariable<UnityEngine.ContactPoint>{}
    787.         class NodeCanvas_Tasks_Conditions_CheckVariable_ContactPoint2D : NodeCanvas.Tasks.Conditions.CheckVariable<UnityEngine.ContactPoint2D>{}
    788.         class NodeCanvas_Tasks_Conditions_CheckVariable_Collision : NodeCanvas.Tasks.Conditions.CheckVariable<UnityEngine.Collision>{}
    789.         class NodeCanvas_Tasks_Conditions_CheckVariable_Collision2D : NodeCanvas.Tasks.Conditions.CheckVariable<UnityEngine.Collision2D>{}
    790.         class NodeCanvas_Tasks_Conditions_CheckVariable_LayerMask : NodeCanvas.Tasks.Conditions.CheckVariable<UnityEngine.LayerMask>{}
    791.  
    792.         class NodeCanvas_Tasks_Conditions_ListContainsElement_Boolean : NodeCanvas.Tasks.Conditions.ListContainsElement<System.Boolean>{}
    793.         class NodeCanvas_Tasks_Conditions_ListContainsElement_Single : NodeCanvas.Tasks.Conditions.ListContainsElement<System.Single>{}
    794.         class NodeCanvas_Tasks_Conditions_ListContainsElement_Int32 : NodeCanvas.Tasks.Conditions.ListContainsElement<System.Int32>{}
    795.         class NodeCanvas_Tasks_Conditions_ListContainsElement_Vector2 : NodeCanvas.Tasks.Conditions.ListContainsElement<UnityEngine.Vector2>{}
    796.         class NodeCanvas_Tasks_Conditions_ListContainsElement_Vector3 : NodeCanvas.Tasks.Conditions.ListContainsElement<UnityEngine.Vector3>{}
    797.         class NodeCanvas_Tasks_Conditions_ListContainsElement_Vector4 : NodeCanvas.Tasks.Conditions.ListContainsElement<UnityEngine.Vector4>{}
    798.         class NodeCanvas_Tasks_Conditions_ListContainsElement_Quaternion : NodeCanvas.Tasks.Conditions.ListContainsElement<UnityEngine.Quaternion>{}
    799.         class NodeCanvas_Tasks_Conditions_ListContainsElement_Keyframe : NodeCanvas.Tasks.Conditions.ListContainsElement<UnityEngine.Keyframe>{}
    800.         class NodeCanvas_Tasks_Conditions_ListContainsElement_Bounds : NodeCanvas.Tasks.Conditions.ListContainsElement<UnityEngine.Bounds>{}
    801.         class NodeCanvas_Tasks_Conditions_ListContainsElement_Color : NodeCanvas.Tasks.Conditions.ListContainsElement<UnityEngine.Color>{}
    802.         class NodeCanvas_Tasks_Conditions_ListContainsElement_Rect : NodeCanvas.Tasks.Conditions.ListContainsElement<UnityEngine.Rect>{}
    803.         class NodeCanvas_Tasks_Conditions_ListContainsElement_ContactPoint : NodeCanvas.Tasks.Conditions.ListContainsElement<UnityEngine.ContactPoint>{}
    804.         class NodeCanvas_Tasks_Conditions_ListContainsElement_ContactPoint2D : NodeCanvas.Tasks.Conditions.ListContainsElement<UnityEngine.ContactPoint2D>{}
    805.         class NodeCanvas_Tasks_Conditions_ListContainsElement_Collision : NodeCanvas.Tasks.Conditions.ListContainsElement<UnityEngine.Collision>{}
    806.         class NodeCanvas_Tasks_Conditions_ListContainsElement_Collision2D : NodeCanvas.Tasks.Conditions.ListContainsElement<UnityEngine.Collision2D>{}
    807.         class NodeCanvas_Tasks_Conditions_ListContainsElement_LayerMask : NodeCanvas.Tasks.Conditions.ListContainsElement<UnityEngine.LayerMask>{}
    808.  
    809.         void FlowCanvas_FlowNode_AddValueInput_1() {
    810.             FlowCanvas.FlowNode _FlowNode = null;
    811.             _FlowNode.AddValueInput<System.Boolean>( (System.String)o, (System.String)o );
    812.             _FlowNode.AddValueInput<System.Single>( (System.String)o, (System.String)o );
    813.             _FlowNode.AddValueInput<System.Int32>( (System.String)o, (System.String)o );
    814.             _FlowNode.AddValueInput<UnityEngine.Vector2>( (System.String)o, (System.String)o );
    815.             _FlowNode.AddValueInput<UnityEngine.Vector3>( (System.String)o, (System.String)o );
    816.             _FlowNode.AddValueInput<UnityEngine.Vector4>( (System.String)o, (System.String)o );
    817.             _FlowNode.AddValueInput<UnityEngine.Quaternion>( (System.String)o, (System.String)o );
    818.             _FlowNode.AddValueInput<UnityEngine.Keyframe>( (System.String)o, (System.String)o );
    819.             _FlowNode.AddValueInput<UnityEngine.Bounds>( (System.String)o, (System.String)o );
    820.             _FlowNode.AddValueInput<UnityEngine.Color>( (System.String)o, (System.String)o );
    821.             _FlowNode.AddValueInput<UnityEngine.Rect>( (System.String)o, (System.String)o );
    822.             _FlowNode.AddValueInput<UnityEngine.ContactPoint>( (System.String)o, (System.String)o );
    823.             _FlowNode.AddValueInput<UnityEngine.ContactPoint2D>( (System.String)o, (System.String)o );
    824.             _FlowNode.AddValueInput<UnityEngine.Collision>( (System.String)o, (System.String)o );
    825.             _FlowNode.AddValueInput<UnityEngine.Collision2D>( (System.String)o, (System.String)o );
    826.             _FlowNode.AddValueInput<UnityEngine.LayerMask>( (System.String)o, (System.String)o );
    827.         }
    828.  
    829.         void FlowCanvas_FlowNode_AddValueOutput_2() {
    830.             FlowCanvas.FlowNode _FlowNode = null;
    831.             _FlowNode.AddValueOutput<System.Boolean>( (System.String)o, (FlowCanvas.ValueHandler<System.Boolean>)o, (System.String)o );
    832.             _FlowNode.AddValueOutput<System.Single>( (System.String)o, (FlowCanvas.ValueHandler<System.Single>)o, (System.String)o );
    833.             _FlowNode.AddValueOutput<System.Int32>( (System.String)o, (FlowCanvas.ValueHandler<System.Int32>)o, (System.String)o );
    834.             _FlowNode.AddValueOutput<UnityEngine.Vector2>( (System.String)o, (FlowCanvas.ValueHandler<UnityEngine.Vector2>)o, (System.String)o );
    835.             _FlowNode.AddValueOutput<UnityEngine.Vector3>( (System.String)o, (FlowCanvas.ValueHandler<UnityEngine.Vector3>)o, (System.String)o );
    836.             _FlowNode.AddValueOutput<UnityEngine.Vector4>( (System.String)o, (FlowCanvas.ValueHandler<UnityEngine.Vector4>)o, (System.String)o );
    837.             _FlowNode.AddValueOutput<UnityEngine.Quaternion>( (System.String)o, (FlowCanvas.ValueHandler<UnityEngine.Quaternion>)o, (System.String)o );
    838.             _FlowNode.AddValueOutput<UnityEngine.Keyframe>( (System.String)o, (FlowCanvas.ValueHandler<UnityEngine.Keyframe>)o, (System.String)o );
    839.             _FlowNode.AddValueOutput<UnityEngine.Bounds>( (System.String)o, (FlowCanvas.ValueHandler<UnityEngine.Bounds>)o, (System.String)o );
    840.             _FlowNode.AddValueOutput<UnityEngine.Color>( (System.String)o, (FlowCanvas.ValueHandler<UnityEngine.Color>)o, (System.String)o );
    841.             _FlowNode.AddValueOutput<UnityEngine.Rect>( (System.String)o, (FlowCanvas.ValueHandler<UnityEngine.Rect>)o, (System.String)o );
    842.             _FlowNode.AddValueOutput<UnityEngine.ContactPoint>( (System.String)o, (FlowCanvas.ValueHandler<UnityEngine.ContactPoint>)o, (System.String)o );
    843.             _FlowNode.AddValueOutput<UnityEngine.ContactPoint2D>( (System.String)o, (FlowCanvas.ValueHandler<UnityEngine.ContactPoint2D>)o, (System.String)o );
    844.             _FlowNode.AddValueOutput<UnityEngine.Collision>( (System.String)o, (FlowCanvas.ValueHandler<UnityEngine.Collision>)o, (System.String)o );
    845.             _FlowNode.AddValueOutput<UnityEngine.Collision2D>( (System.String)o, (FlowCanvas.ValueHandler<UnityEngine.Collision2D>)o, (System.String)o );
    846.             _FlowNode.AddValueOutput<UnityEngine.LayerMask>( (System.String)o, (FlowCanvas.ValueHandler<UnityEngine.LayerMask>)o, (System.String)o );
    847.         }
    848.  
    849.         void FlowCanvas_TypeConverter_GetConverterFuncTo_1() {
    850.             FlowCanvas.TypeConverter.GetConverterFuncTo<System.Boolean>( (System.Type)o, (FlowCanvas.ValueHandler<System.Object>)o );
    851.             FlowCanvas.TypeConverter.GetConverterFuncTo<System.Single>( (System.Type)o, (FlowCanvas.ValueHandler<System.Object>)o );
    852.             FlowCanvas.TypeConverter.GetConverterFuncTo<System.Int32>( (System.Type)o, (FlowCanvas.ValueHandler<System.Object>)o );
    853.             FlowCanvas.TypeConverter.GetConverterFuncTo<UnityEngine.Vector2>( (System.Type)o, (FlowCanvas.ValueHandler<System.Object>)o );
    854.             FlowCanvas.TypeConverter.GetConverterFuncTo<UnityEngine.Vector3>( (System.Type)o, (FlowCanvas.ValueHandler<System.Object>)o );
    855.             FlowCanvas.TypeConverter.GetConverterFuncTo<UnityEngine.Vector4>( (System.Type)o, (FlowCanvas.ValueHandler<System.Object>)o );
    856.             FlowCanvas.TypeConverter.GetConverterFuncTo<UnityEngine.Quaternion>( (System.Type)o, (FlowCanvas.ValueHandler<System.Object>)o );
    857.             FlowCanvas.TypeConverter.GetConverterFuncTo<UnityEngine.Keyframe>( (System.Type)o, (FlowCanvas.ValueHandler<System.Object>)o );
    858.             FlowCanvas.TypeConverter.GetConverterFuncTo<UnityEngine.Bounds>( (System.Type)o, (FlowCanvas.ValueHandler<System.Object>)o );
    859.             FlowCanvas.TypeConverter.GetConverterFuncTo<UnityEngine.Color>( (System.Type)o, (FlowCanvas.ValueHandler<System.Object>)o );
    860.             FlowCanvas.TypeConverter.GetConverterFuncTo<UnityEngine.Rect>( (System.Type)o, (FlowCanvas.ValueHandler<System.Object>)o );
    861.             FlowCanvas.TypeConverter.GetConverterFuncTo<UnityEngine.ContactPoint>( (System.Type)o, (FlowCanvas.ValueHandler<System.Object>)o );
    862.             FlowCanvas.TypeConverter.GetConverterFuncTo<UnityEngine.ContactPoint2D>( (System.Type)o, (FlowCanvas.ValueHandler<System.Object>)o );
    863.             FlowCanvas.TypeConverter.GetConverterFuncTo<UnityEngine.Collision>( (System.Type)o, (FlowCanvas.ValueHandler<System.Object>)o );
    864.             FlowCanvas.TypeConverter.GetConverterFuncTo<UnityEngine.Collision2D>( (System.Type)o, (FlowCanvas.ValueHandler<System.Object>)o );
    865.             FlowCanvas.TypeConverter.GetConverterFuncTo<UnityEngine.LayerMask>( (System.Type)o, (FlowCanvas.ValueHandler<System.Object>)o );
    866.         }
    867.  
    868.         void NodeCanvas_Framework_Graph_SendEvent_1() {
    869.             NodeCanvas.Framework.Graph _Graph = null;
    870.             _Graph.SendEvent<System.Boolean>( (System.String)o, (System.Boolean)o );
    871.             _Graph.SendEvent<System.Single>( (System.String)o, (System.Single)o );
    872.             _Graph.SendEvent<System.Int32>( (System.String)o, (System.Int32)o );
    873.             _Graph.SendEvent<UnityEngine.Vector2>( (System.String)o, (UnityEngine.Vector2)o );
    874.             _Graph.SendEvent<UnityEngine.Vector3>( (System.String)o, (UnityEngine.Vector3)o );
    875.             _Graph.SendEvent<UnityEngine.Vector4>( (System.String)o, (UnityEngine.Vector4)o );
    876.             _Graph.SendEvent<UnityEngine.Quaternion>( (System.String)o, (UnityEngine.Quaternion)o );
    877.             _Graph.SendEvent<UnityEngine.Keyframe>( (System.String)o, (UnityEngine.Keyframe)o );
    878.             _Graph.SendEvent<UnityEngine.Bounds>( (System.String)o, (UnityEngine.Bounds)o );
    879.             _Graph.SendEvent<UnityEngine.Color>( (System.String)o, (UnityEngine.Color)o );
    880.             _Graph.SendEvent<UnityEngine.Rect>( (System.String)o, (UnityEngine.Rect)o );
    881.             _Graph.SendEvent<UnityEngine.ContactPoint>( (System.String)o, (UnityEngine.ContactPoint)o );
    882.             _Graph.SendEvent<UnityEngine.ContactPoint2D>( (System.String)o, (UnityEngine.ContactPoint2D)o );
    883.             _Graph.SendEvent<UnityEngine.Collision>( (System.String)o, (UnityEngine.Collision)o );
    884.             _Graph.SendEvent<UnityEngine.Collision2D>( (System.String)o, (UnityEngine.Collision2D)o );
    885.             _Graph.SendEvent<UnityEngine.LayerMask>( (System.String)o, (UnityEngine.LayerMask)o );
    886.         }
    887.  
    888.         void NodeCanvas_Framework_Graph_SendGlobalEvent_2() {
    889.             NodeCanvas.Framework.Graph.SendGlobalEvent<System.Boolean>( (System.String)o, (System.Boolean)o );
    890.             NodeCanvas.Framework.Graph.SendGlobalEvent<System.Single>( (System.String)o, (System.Single)o );
    891.             NodeCanvas.Framework.Graph.SendGlobalEvent<System.Int32>( (System.String)o, (System.Int32)o );
    892.             NodeCanvas.Framework.Graph.SendGlobalEvent<UnityEngine.Vector2>( (System.String)o, (UnityEngine.Vector2)o );
    893.             NodeCanvas.Framework.Graph.SendGlobalEvent<UnityEngine.Vector3>( (System.String)o, (UnityEngine.Vector3)o );
    894.             NodeCanvas.Framework.Graph.SendGlobalEvent<UnityEngine.Vector4>( (System.String)o, (UnityEngine.Vector4)o );
    895.             NodeCanvas.Framework.Graph.SendGlobalEvent<UnityEngine.Quaternion>( (System.String)o, (UnityEngine.Quaternion)o );
    896.             NodeCanvas.Framework.Graph.SendGlobalEvent<UnityEngine.Keyframe>( (System.String)o, (UnityEngine.Keyframe)o );
    897.             NodeCanvas.Framework.Graph.SendGlobalEvent<UnityEngine.Bounds>( (System.String)o, (UnityEngine.Bounds)o );
    898.             NodeCanvas.Framework.Graph.SendGlobalEvent<UnityEngine.Color>( (System.String)o, (UnityEngine.Color)o );
    899.             NodeCanvas.Framework.Graph.SendGlobalEvent<UnityEngine.Rect>( (System.String)o, (UnityEngine.Rect)o );
    900.             NodeCanvas.Framework.Graph.SendGlobalEvent<UnityEngine.ContactPoint>( (System.String)o, (UnityEngine.ContactPoint)o );
    901.             NodeCanvas.Framework.Graph.SendGlobalEvent<UnityEngine.ContactPoint2D>( (System.String)o, (UnityEngine.ContactPoint2D)o );
    902.             NodeCanvas.Framework.Graph.SendGlobalEvent<UnityEngine.Collision>( (System.String)o, (UnityEngine.Collision)o );
    903.             NodeCanvas.Framework.Graph.SendGlobalEvent<UnityEngine.Collision2D>( (System.String)o, (UnityEngine.Collision2D)o );
    904.             NodeCanvas.Framework.Graph.SendGlobalEvent<UnityEngine.LayerMask>( (System.String)o, (UnityEngine.LayerMask)o );
    905.         }
    906.  
    907.         void NodeCanvas_Framework_GraphOwner_SendEvent_1() {
    908.             NodeCanvas.Framework.GraphOwner _GraphOwner = null;
    909.             _GraphOwner.SendEvent<System.Boolean>( (System.String)o, (System.Boolean)o );
    910.             _GraphOwner.SendEvent<System.Single>( (System.String)o, (System.Single)o );
    911.             _GraphOwner.SendEvent<System.Int32>( (System.String)o, (System.Int32)o );
    912.             _GraphOwner.SendEvent<UnityEngine.Vector2>( (System.String)o, (UnityEngine.Vector2)o );
    913.             _GraphOwner.SendEvent<UnityEngine.Vector3>( (System.String)o, (UnityEngine.Vector3)o );
    914.             _GraphOwner.SendEvent<UnityEngine.Vector4>( (System.String)o, (UnityEngine.Vector4)o );
    915.             _GraphOwner.SendEvent<UnityEngine.Quaternion>( (System.String)o, (UnityEngine.Quaternion)o );
    916.             _GraphOwner.SendEvent<UnityEngine.Keyframe>( (System.String)o, (UnityEngine.Keyframe)o );
    917.             _GraphOwner.SendEvent<UnityEngine.Bounds>( (System.String)o, (UnityEngine.Bounds)o );
    918.             _GraphOwner.SendEvent<UnityEngine.Color>( (System.String)o, (UnityEngine.Color)o );
    919.             _GraphOwner.SendEvent<UnityEngine.Rect>( (System.String)o, (UnityEngine.Rect)o );
    920.             _GraphOwner.SendEvent<UnityEngine.ContactPoint>( (System.String)o, (UnityEngine.ContactPoint)o );
    921.             _GraphOwner.SendEvent<UnityEngine.ContactPoint2D>( (System.String)o, (UnityEngine.ContactPoint2D)o );
    922.             _GraphOwner.SendEvent<UnityEngine.Collision>( (System.String)o, (UnityEngine.Collision)o );
    923.             _GraphOwner.SendEvent<UnityEngine.Collision2D>( (System.String)o, (UnityEngine.Collision2D)o );
    924.             _GraphOwner.SendEvent<UnityEngine.LayerMask>( (System.String)o, (UnityEngine.LayerMask)o );
    925.         }
    926.  
    927.         void NodeCanvas_Framework_GraphOwner_SendGlobalEvent_2() {
    928.             NodeCanvas.Framework.GraphOwner.SendGlobalEvent<System.Boolean>( (System.String)o, (System.Boolean)o );
    929.             NodeCanvas.Framework.GraphOwner.SendGlobalEvent<System.Single>( (System.String)o, (System.Single)o );
    930.             NodeCanvas.Framework.GraphOwner.SendGlobalEvent<System.Int32>( (System.String)o, (System.Int32)o );
    931.             NodeCanvas.Framework.GraphOwner.SendGlobalEvent<UnityEngine.Vector2>( (System.String)o, (UnityEngine.Vector2)o );
    932.             NodeCanvas.Framework.GraphOwner.SendGlobalEvent<UnityEngine.Vector3>( (System.String)o, (UnityEngine.Vector3)o );
    933.             NodeCanvas.Framework.GraphOwner.SendGlobalEvent<UnityEngine.Vector4>( (System.String)o, (UnityEngine.Vector4)o );
    934.             NodeCanvas.Framework.GraphOwner.SendGlobalEvent<UnityEngine.Quaternion>( (System.String)o, (UnityEngine.Quaternion)o );
    935.             NodeCanvas.Framework.GraphOwner.SendGlobalEvent<UnityEngine.Keyframe>( (System.String)o, (UnityEngine.Keyframe)o );
    936.             NodeCanvas.Framework.GraphOwner.SendGlobalEvent<UnityEngine.Bounds>( (System.String)o, (UnityEngine.Bounds)o );
    937.             NodeCanvas.Framework.GraphOwner.SendGlobalEvent<UnityEngine.Color>( (System.String)o, (UnityEngine.Color)o );
    938.             NodeCanvas.Framework.GraphOwner.SendGlobalEvent<UnityEngine.Rect>( (System.String)o, (UnityEngine.Rect)o );
    939.             NodeCanvas.Framework.GraphOwner.SendGlobalEvent<UnityEngine.ContactPoint>( (System.String)o, (UnityEngine.ContactPoint)o );
    940.             NodeCanvas.Framework.GraphOwner.SendGlobalEvent<UnityEngine.ContactPoint2D>( (System.String)o, (UnityEngine.ContactPoint2D)o );
    941.             NodeCanvas.Framework.GraphOwner.SendGlobalEvent<UnityEngine.Collision>( (System.String)o, (UnityEngine.Collision)o );
    942.             NodeCanvas.Framework.GraphOwner.SendGlobalEvent<UnityEngine.Collision2D>( (System.String)o, (UnityEngine.Collision2D)o );
    943.             NodeCanvas.Framework.GraphOwner.SendGlobalEvent<UnityEngine.LayerMask>( (System.String)o, (UnityEngine.LayerMask)o );
    944.         }
    945.  
    946.         void NodeCanvas_Framework_IBlackboard_GetVariable_1() {
    947.             NodeCanvas.Framework.IBlackboard _IBlackboard = null;
    948.             _IBlackboard.GetVariable<System.Boolean>( (System.String)o );
    949.             _IBlackboard.GetVariable<System.Single>( (System.String)o );
    950.             _IBlackboard.GetVariable<System.Int32>( (System.String)o );
    951.             _IBlackboard.GetVariable<UnityEngine.Vector2>( (System.String)o );
    952.             _IBlackboard.GetVariable<UnityEngine.Vector3>( (System.String)o );
    953.             _IBlackboard.GetVariable<UnityEngine.Vector4>( (System.String)o );
    954.             _IBlackboard.GetVariable<UnityEngine.Quaternion>( (System.String)o );
    955.             _IBlackboard.GetVariable<UnityEngine.Keyframe>( (System.String)o );
    956.             _IBlackboard.GetVariable<UnityEngine.Bounds>( (System.String)o );
    957.             _IBlackboard.GetVariable<UnityEngine.Color>( (System.String)o );
    958.             _IBlackboard.GetVariable<UnityEngine.Rect>( (System.String)o );
    959.             _IBlackboard.GetVariable<UnityEngine.ContactPoint>( (System.String)o );
    960.             _IBlackboard.GetVariable<UnityEngine.ContactPoint2D>( (System.String)o );
    961.             _IBlackboard.GetVariable<UnityEngine.Collision>( (System.String)o );
    962.             _IBlackboard.GetVariable<UnityEngine.Collision2D>( (System.String)o );
    963.             _IBlackboard.GetVariable<UnityEngine.LayerMask>( (System.String)o );
    964.         }
    965.  
    966.         void NodeCanvas_Framework_IBlackboard_GetValue_2() {
    967.             NodeCanvas.Framework.IBlackboard _IBlackboard = null;
    968.             _IBlackboard.GetValue<System.Boolean>( (System.String)o );
    969.             _IBlackboard.GetValue<System.Single>( (System.String)o );
    970.             _IBlackboard.GetValue<System.Int32>( (System.String)o );
    971.             _IBlackboard.GetValue<UnityEngine.Vector2>( (System.String)o );
    972.             _IBlackboard.GetValue<UnityEngine.Vector3>( (System.String)o );
    973.             _IBlackboard.GetValue<UnityEngine.Vector4>( (System.String)o );
    974.             _IBlackboard.GetValue<UnityEngine.Quaternion>( (System.String)o );
    975.             _IBlackboard.GetValue<UnityEngine.Keyframe>( (System.String)o );
    976.             _IBlackboard.GetValue<UnityEngine.Bounds>( (System.String)o );
    977.             _IBlackboard.GetValue<UnityEngine.Color>( (System.String)o );
    978.             _IBlackboard.GetValue<UnityEngine.Rect>( (System.String)o );
    979.             _IBlackboard.GetValue<UnityEngine.ContactPoint>( (System.String)o );
    980.             _IBlackboard.GetValue<UnityEngine.ContactPoint2D>( (System.String)o );
    981.             _IBlackboard.GetValue<UnityEngine.Collision>( (System.String)o );
    982.             _IBlackboard.GetValue<UnityEngine.Collision2D>( (System.String)o );
    983.             _IBlackboard.GetValue<UnityEngine.LayerMask>( (System.String)o );
    984.         }
    985.  
    986.         void CustomSpoof(){
    987.             System.Action<System.Boolean> Action_Boolean;
    988.             System.Func<System.Boolean> Func_Boolean;
    989.             System.Collections.Generic.IList<System.Boolean> List_Boolean;
    990.             System.Collections.Generic.IDictionary<System.String, System.Boolean> Dict_Boolean;
    991.             System.Action<System.Single> Action_Single;
    992.             System.Func<System.Single> Func_Single;
    993.             System.Collections.Generic.IList<System.Single> List_Single;
    994.             System.Collections.Generic.IDictionary<System.String, System.Single> Dict_Single;
    995.             System.Action<System.Int32> Action_Int32;
    996.             System.Func<System.Int32> Func_Int32;
    997.             System.Collections.Generic.IList<System.Int32> List_Int32;
    998.             System.Collections.Generic.IDictionary<System.String, System.Int32> Dict_Int32;
    999.             System.Action<UnityEngine.Vector2> Action_Vector2;
    1000.             System.Func<UnityEngine.Vector2> Func_Vector2;
    1001.             System.Collections.Generic.IList<UnityEngine.Vector2> List_Vector2;
    1002.             System.Collections.Generic.IDictionary<System.String, UnityEngine.Vector2> Dict_Vector2;
    1003.             System.Action<UnityEngine.Vector3> Action_Vector3;
    1004.             System.Func<UnityEngine.Vector3> Func_Vector3;
    1005.             System.Collections.Generic.IList<UnityEngine.Vector3> List_Vector3;
    1006.             System.Collections.Generic.IDictionary<System.String, UnityEngine.Vector3> Dict_Vector3;
    1007.             System.Action<UnityEngine.Vector4> Action_Vector4;
    1008.             System.Func<UnityEngine.Vector4> Func_Vector4;
    1009.             System.Collections.Generic.IList<UnityEngine.Vector4> List_Vector4;
    1010.             System.Collections.Generic.IDictionary<System.String, UnityEngine.Vector4> Dict_Vector4;
    1011.             System.Action<UnityEngine.Quaternion> Action_Quaternion;
    1012.             System.Func<UnityEngine.Quaternion> Func_Quaternion;
    1013.             System.Collections.Generic.IList<UnityEngine.Quaternion> List_Quaternion;
    1014.             System.Collections.Generic.IDictionary<System.String, UnityEngine.Quaternion> Dict_Quaternion;
    1015.             System.Action<UnityEngine.Keyframe> Action_Keyframe;
    1016.             System.Func<UnityEngine.Keyframe> Func_Keyframe;
    1017.             System.Collections.Generic.IList<UnityEngine.Keyframe> List_Keyframe;
    1018.             System.Collections.Generic.IDictionary<System.String, UnityEngine.Keyframe> Dict_Keyframe;
    1019.             System.Action<UnityEngine.Bounds> Action_Bounds;
    1020.             System.Func<UnityEngine.Bounds> Func_Bounds;
    1021.             System.Collections.Generic.IList<UnityEngine.Bounds> List_Bounds;
    1022.             System.Collections.Generic.IDictionary<System.String, UnityEngine.Bounds> Dict_Bounds;
    1023.             System.Action<UnityEngine.Color> Action_Color;
    1024.             System.Func<UnityEngine.Color> Func_Color;
    1025.             System.Collections.Generic.IList<UnityEngine.Color> List_Color;
    1026.             System.Collections.Generic.IDictionary<System.String, UnityEngine.Color> Dict_Color;
    1027.             System.Action<UnityEngine.Rect> Action_Rect;
    1028.             System.Func<UnityEngine.Rect> Func_Rect;
    1029.             System.Collections.Generic.IList<UnityEngine.Rect> List_Rect;
    1030.             System.Collections.Generic.IDictionary<System.String, UnityEngine.Rect> Dict_Rect;
    1031.             System.Action<UnityEngine.ContactPoint> Action_ContactPoint;
    1032.             System.Func<UnityEngine.ContactPoint> Func_ContactPoint;
    1033.             System.Collections.Generic.IList<UnityEngine.ContactPoint> List_ContactPoint;
    1034.             System.Collections.Generic.IDictionary<System.String, UnityEngine.ContactPoint> Dict_ContactPoint;
    1035.             System.Action<UnityEngine.ContactPoint2D> Action_ContactPoint2D;
    1036.             System.Func<UnityEngine.ContactPoint2D> Func_ContactPoint2D;
    1037.             System.Collections.Generic.IList<UnityEngine.ContactPoint2D> List_ContactPoint2D;
    1038.             System.Collections.Generic.IDictionary<System.String, UnityEngine.ContactPoint2D> Dict_ContactPoint2D;
    1039.             System.Action<UnityEngine.Collision> Action_Collision;
    1040.             System.Func<UnityEngine.Collision> Func_Collision;
    1041.             System.Collections.Generic.IList<UnityEngine.Collision> List_Collision;
    1042.             System.Collections.Generic.IDictionary<System.String, UnityEngine.Collision> Dict_Collision;
    1043.             System.Action<UnityEngine.Collision2D> Action_Collision2D;
    1044.             System.Func<UnityEngine.Collision2D> Func_Collision2D;
    1045.             System.Collections.Generic.IList<UnityEngine.Collision2D> List_Collision2D;
    1046.             System.Collections.Generic.IDictionary<System.String, UnityEngine.Collision2D> Dict_Collision2D;
    1047.             System.Action<UnityEngine.LayerMask> Action_LayerMask;
    1048.             System.Func<UnityEngine.LayerMask> Func_LayerMask;
    1049.             System.Collections.Generic.IList<UnityEngine.LayerMask> List_LayerMask;
    1050.             System.Collections.Generic.IDictionary<System.String, UnityEngine.LayerMask> Dict_LayerMask;
    1051.         }
    1052.     }
    1053. }
    1054.  
    1055. //737 Classes | 144 Methods
    1056. #pragma warning restore 0219, 0168, 0612
    1057.  
    The content of ReflectedMethodNodeWrapper.cs corresponds to the code given.
     
  22. nuverian

    nuverian

    Joined:
    Oct 3, 2011
    Posts:
    2,087
    Hey,
    It's really hard for me to imagine what's acualy going on with the setup and give you a good advice on that. One thing you could try to do for the shake of avoiding the math, is use the good old triggers :)
    Alternative you could check the position of the player against the block position for it's it's close enough. Basicaly a Vector3.Distance check.
    Let me know if that works for you.

    Cheers!


    Hey,
    Finaly found the thing that I've changed and it works for me here while not for you.
    Open up ReflectedMethodNodeWrapper.cs and remove the [SerializeField] from the 'reflectedMethodNode' field. It's not needed anymore.

    One last thing you may want to change to avoid error when autocasting value connections (the ones with the arrow on top of them), would be to open up Ports.cs and in the BindTo(ValueOutput source) method of ValueInput<T> about line #230, change the method to:
    Code (CSharp):
    1.         public override void BindTo(ValueOutput source){
    2.             if (source is ValueOutput<T>){
    3.                 this.getter = (source as ValueOutput<T>).getter;
    4.                 return;
    5.             }
    6.  
    7.             this.getter = TypeConverter.GetConverterFuncTo<T>(source.type, source.GetValue);
    8.         }
    Once again, these things have been fixed in the new version send to the asset store

    Cheers!
     
  23. brandc

    brandc

    Joined:
    Feb 23, 2015
    Posts:
    16
    Hi,

    Is it possible to reference other plugins through FlowCanvas? I have InControl and FlowCanvas in my project but I cannot create any variables regarding InControl?
     
  24. GamerPET

    GamerPET

    Joined:
    Dec 25, 2013
    Posts:
    370
    Well this is how the "game" looks right now.


    It's like a board game where you roll a dice then you move to that block. Think Snakes & Ladders only that when I arrive on a block I do various things :) I need to tell that block "Hey, player is on you!" :)

    Makes sense?

    This is why the "Player Current Position" is always the block I am on. I just need to tell the block that I'm on him, and I need to find a way to find the block to tell him that I'm on him. Probably the solution is very simple :D

    P.S. On that screenshot the Player Current Position: is 1 when in truth it's 4... I update the UI & Variable only after I click the Confirm Move.

    Anyway, thanks for your help. It's unbelievable how much I accomplished in so little time. Last year when I started to design this I was a bit depressed because I coudn't find a programmer to do this... even a small basic prototype of this thing so I can test it and advance my design.

    EDIT:


    This is the hierarchy. The blocks that you see on screen are those. So the player on the screenshot is actually on "Segment004" & "Farm".
     
  25. frekiidoochmanz

    frekiidoochmanz

    Joined:
    Feb 7, 2016
    Posts:
    158
    Ah, thanks, wow I think im understanding it a bit more, I can pass variables within methods I declare in my component script classes? and it should work for almsot anything?

    cool, but I have a wuestion when setting a variable to = value node, what is the OUTGOING "Value" slot on the right side mean?? the left being the "insert value", unsure of the right side?
     
  26. lugard

    lugard

    Joined:
    Nov 27, 2015
    Posts:
    21
    It worked! Cool! Thanks!
    I added to the AOTDummy.cs manualy
    Code (CSharp):
    1.  
    2. class FlowCanvas_Nodes_ConvertTo_Single : FlowCanvas.Nodes.ConvertTo<System.Single> { }
    3. class FlowCanvas_Nodes_ConvertTo_String : FlowCanvas.Nodes.ConvertTo<System.String> { }
    4.  
    because I use "ConvertTo" node (from "boolean" to "float" and from "int" to "string")
    Do I need use it?
     
  27. GamerPET

    GamerPET

    Joined:
    Dec 25, 2013
    Posts:
    370
    I made some huge progress on my part :)
    I will post some details soon. Basically I am able to find out the exact block I am on, send an event to that block, and my block to send an event back :D

    I also encountered 2 errors in FlowCanvas... one that's not really related to me, one that it might be. I will post them soon.
     
  28. GamerPET

    GamerPET

    Joined:
    Dec 25, 2013
    Posts:
    370
    Ah damn. I moved my scripts from Bound to Assets... but only the file got saved the script itself didn't changed... so I deleted the script and added the script again with a link from the Asset script. Now some of my scripts that required game objects got unliked and I have to add everything again :D

    EDIT: Well... I linked everything... everything works... but then again when I'm checking a script I see some NULL things yet again... however my game still works.


    As you can see on bottom right corner. I send an event to "null". This shoudn't update my player position, yet it does. Everything seems to work fine.

    Well nevermind. I tried a build then unity reverted on not working. So now I have to relink everything yet again. No idea why this happens.

    All I did was change the script form BOUND to ASSET. Then I deleted the script from the gameObject and I added the script again (Flow Script Controller), pushed the asset button then I linked the asset spot to the script I just saved. I had to do this because after I saved my asset the script itself didn't updated to use the asset, it somehow remained as "bound".


    It didn't looked like this.

    Any suggestions?
     
    Last edited: Feb 17, 2016
  29. GamerPET

    GamerPET

    Joined:
    Dec 25, 2013
    Posts:
    370
    Sorry Nuv, but I have more questions :D

    I made a "Segment" script. I'm attaching this script to all my segments.

    In this script I want (on awake) to create children (the parent is the actual segment) from the prefabs I gave to him from the variables.



    1. I tried to look for nodes like "instantiate", "prefabs" but I don't know exactly what to use.
    2. After I create the children I will set them in space but I guess I can do that with Set Position.

    Now one problem that I have is that the Blackboard is independent from the actual script. Like I want those 5 variables (empty variables) to be created on each gameObject I attach the script to. However when I do this:


    Is there any way to create the variables without me copy/paste the Blackboard component form above to each segment?

    Thanks Nuv!
    Once I gather more info and more problems like this I will start to create some tutorials with my accomplishments.
     
  30. Rixtter

    Rixtter

    Joined:
    Mar 31, 2014
    Posts:
    244
    Hi Nuv,

    I'm trying to incorporate the free asset "MultiTags". I've written some of my own classes and I can drag the script into FC to access one of the public functions no problem. With MultiTags, the methods are declare as static:

    public static int FindGameObjectsWithMultiTagCount(string tag)

    I can't seem to pull in these static methods, they aren't listed.

    Is there a reason for that? Feels like something needs patched?

    Edit: I tried removing the "static" and I can access the function fine. Looks like a bug unless you have reasons you need to keep it this way...

    Rix
     
    Last edited: Feb 17, 2016
  31. nuverian

    nuverian

    Joined:
    Oct 3, 2011
    Posts:
    2,087

    Sorry for the late replies everyone!
    Hi,
    Yes you can reference other plugins. To create a blackboard variable regarding InControl (or any other plugin), please open up "Windows/NodeCanvas/Preferred Types Editor" and add the types which you'd like to create variables for within that list. Anything that is within that list, you will be able to work with and create variables for :)

    Also, if you drag and drop any component in the flowscript editor, you will get a list of available actions you can do with that component, like for example calling a functions or get/set a property.

    Let me know if that works for you.
    Cheers.


    Hello,
    Yes, you can pass variables when calling methods within your custom scripts.
    Basicaly, all method parameters are exposed as value input ports in the node, which you can connect to anything you'd like to pass as parameter (considering it's the same type of course).
    Like you said, "it should work for almost anything" :)

    The outgoing "value" of the "Set Variable" node, is a reference to that same variable.
    That serves 2 purposes:
    • If the variable you are setting is a float or int, the SetVariable node is able to instead "set" the variable to the input value, to optionaly add the input value, subtract it, divide it or multiply it. (you can select that in the node inspector). Thus, the outgoing "value" references the modified variable directly, without you needing to use another node to get the variable again.
    • Helps in organizing the connections by having a reference as you work along to the right.

    Let me know if you have any further questions.
    Cheers!

    Nice :) Thanks for letting me know.
    You don't really need to add that, since the ConvertTo takes an IConvertible parameter which is not a ValueType, thus it won't throw any errors. Did you get any? :)

    By the way, you don't really need to use the ConverTo node, since you can plug a boolean to float or and int to string directly and it will be auto-converted for you!

    Cheers!


    Hey,

    Asset graphs, can't have references to scene objects, and that's why your gameobject references got removed. This is a typical unity thing (the fact that .assets, can't have scene object references).

    I strongly advice to use Bound graphs for convenience, but if you definetely need to use Asset graphs, the way to work around this limitation would only be by using Blackboard variables instead of direct assignments in the graph.
    Since the blackboard is a component on the gameobject that IS in the scene and is NOT an asset, it CAN have scene object references.

    Let me know if you need any further clarification on this matter.

    The blackboard is indepentand of the flowscript by design :)
    This way, you can have the exact same flowscript be parametrized with different variables, per FlowScriptControler.
    Furthermore, it allows you to have scene object references assigned when using Bound graphs (relevant to the previous reply on this topic).

    There is unfortunately no automatic way to create the variables along with the prefab assignments you have there, other than through the Unity's default Copy/Paste component context menu option.

    But aren't Segments a prefab by itself? If so, there is no need for copy/pasting if the prefab instance in the scene is still linked to the prefab asset.

    Maybe I missed something? Let me know.
    Cheers!

    Hey,

    In the next update, I will add the static methods and properties to be shown in the list of the context menu when drag and dropping a component in the editor. Thanks for the suggestion.
    It's not really a bug, it's simply something that was omited and easy to add :)

    Thanks.
     
  32. GamerPET

    GamerPET

    Joined:
    Dec 25, 2013
    Posts:
    370
    Thanks Nuv for your replays.
    I wanted to have my code as an asset file just in case I lose my scene... I wanted to still have the code. No big deal... more of an organization thing.

    About the second thing. My segments are custom created by me. Each segment will require 5 prefabs (the blocks I have been talking about). And yes, I will make the segment itself a prefab so I woun't have to add the Blackboard variables again and again. Thanks... :D I totally forgot about this.

    I wanted a fast way for me to design those segments so I thought to make a Segments script. That script will read the prefabs from the 5 variables seen here:


    On AWAKE the script has to take those prefabs, create a child object of the Segment itself and then place it into the scene. First segment is at X 0, second segment at X 1, etc.

    That will gave me something like this:


    Basically I want the childs of the Segment002 (in this case) to be generated by the script from the variable prefabs I set up.

    I have read in the unity manual about Instatiating an Object but I don't know how to accomplish this with FlowCanvas.

    Thank You Again!
     
    Last edited: Feb 18, 2016
  33. nuverian

    nuverian

    Joined:
    Oct 3, 2011
    Posts:
    2,087
    Hey,

    It looks like these prefabs would best be into a List<GameObject>. Here is how you can have the prefabs in the list, instanciate them and layout them every n spacing, children to the parent:
    CreatePrefabs.png
    We do a foreach loop iterating the list of gameobjects. We increase a temporary value named spacing by 2 (you can set it to anything), and add the spacing to the sefl.position.x. Instantiate the object currently in iteration, cast it to GameObject (required) and set it's parent to self.
    Hierarchy.png

    Layout.png


    For this we have these blackboard variables:
    BB.png

    The list contains the prefabs (in this case simply example gameobjects):
    List.png

    I hope this helps :)
    Cheers!
     
  34. GamerPET

    GamerPET

    Joined:
    Dec 25, 2013
    Posts:
    370
    uhhh nice. I can't wait to get home and try it out. I like it that every time we touch new aspects of flow canvas :D

    I'm curious if there is a way to integrate FlowCanvas with Easy Save. I know Easy Save has an integration with PlayMaker so until then...

    ... is there a way to send variables to PlayMaker? I tried drag & dropping PlayMaker component into FlowCanvas but the stuff I see there are basically get_ stuff. Or I have to make PlayMaker read the values from the Blackboard?
     
    Last edited: Feb 18, 2016
  35. SONB

    SONB

    Joined:
    Jul 24, 2009
    Posts:
    89
    Hey Nuverian,

    there is a small but sometimes annoying bug. Every time I maximize the Canvas Editor I get this error:
    Not a big deal, just hate the red messages at the bottom left corner :)

    Oh and, did you find a solution for the missing icons?

    EDIT:
    I'm having problems accessing path related functions of DOTween's Tweener class, like PathGetPoint(), PathGetDrawPoints() and PathLength().
    I added Tweener to my Preferred Types and created a Tweener variable. Now using the variable in the Canvas Editor I can see all methods of the Tweener except the three Path methods.
    Any Idea?
     
    Last edited: Feb 18, 2016
  36. nuverian

    nuverian

    Joined:
    Oct 3, 2011
    Posts:
    2,087
    Hey,
    I don't have EasySave, but you would try to open up the Preferred Types Editor window (Windows/NodeCanvas/Preferred Types), and add the EasySave relevant classes in there. Once you do that, EasySave's functions will be shown under the "Reflected" categories. Let me know about that one.

    Regarding playmaker, I posted a screenshot of how this can be down a couple of posts above :) Here it is:

    Of course, I could create an extension that wraps this within a single node instead of doing this manualy.

    Cheers!

    Hey,
    Thanks for letting me know. I also hate red thing on the bottom left :) I will take a look at this.
    Regarding the missing icons, what version of Unity are you currently using?

    The PathGetPoint and the others, are in the TweenExtensions class. You will need to add this type in the preferred lists. In the next version I will make possible to fetch the extensions methods and append them to the extended type.

    Thanks!
     
  37. SONB

    SONB

    Joined:
    Jul 24, 2009
    Posts:
    89
    Thanks, I'm using Unity 5.3.2p3 on Win 10 Pro.

    Hmm, I added TweenExtensions to the list but still can't see them. I'm using Simple Waypoint System as well and can't access fields like tween and speed from the class splineMove (like splineMove.tween). The weird thing is, I can bind them on the Blackboard.

    Thanks for taking a look at it.

    EDIT:
    I asked this question in the forum on your website, but I guess I stay here.

    I looked at your Tweening Integration for FC and wanted to make my own TweenFloat Node. Here is what I made so far:
    Code (CSharp):
    1. [Category("Actions/Tweening")]
    2. public class TweenFloat : FlowCanvas.Nodes.LatentActionNode<float, float, float, Ease, bool>
    3. {
    4.     public override IEnumerator Invoke(float target, float endValue, float duration, Ease easeType, bool relative)
    5.     {
    6.         var active = true;
    7.         var tween = DOTween.To(() => target, x => target = x, endValue, duration);
    8.         tween.SetEase(easeType);
    9.         if (relative) tween.SetRelative();
    10.         tween.OnComplete(() => { active = false; });
    11.         while (active) yield return null;
    12.     }
    13. }
    tween_float.PNG
    And it changes nothing, myFloat is always 0.
    Any ideas?
     
    Last edited: Feb 19, 2016
  38. Rixtter

    Rixtter

    Joined:
    Mar 31, 2014
    Posts:
    244
    Hey Nuv,

    I see this didn't make it into 1.04 but I'm not in any particular rush, I can remove the static references - kinda just means I dedicate to either FC or scripting until the update... but it's an easy switch back.

    No need to fire out 1.05 before you intended to, just a heads up.

    Keep up the great work :)

    Rix
     
    Last edited: Feb 19, 2016
  39. Rixtter

    Rixtter

    Joined:
    Mar 31, 2014
    Posts:
    244
    Hey guys,

    I could use a little advice on if I'm on the right tracks here. The function I am referencing is this (free asset):

    Code (csharp):
    1.  
    2. public GameObject[] FindGameObjectsWithMultiTag(string tag) {
    3.         MultiTags[] tempMT = GameObject.FindObjectsOfType(typeof(MultiTags)) as MultiTags[];
    4.         List<GameObject> tempGOList = new List<GameObject> ();
    5.         foreach (MultiTags itemMT in tempMT) {
    6.             foreach (var itemtag in itemMT.localTagList) {
    7.                 if (string.Equals(itemtag.Name,tag,StringComparison.CurrentCultureIgnoreCase)) {
    8.                     tempGOList.Add(itemMT.gameObject);
    9.                 }
    10.             }
    11.         }
    12.         if (tempGOList.Count > 0) {
    13.                 return tempGOList.ToArray();
    14.         }
    15.         else {return null;}
    16.     }
    17.  
    And this is how I'm trying to utilise:

    upload_2016-2-19_19-36-8.png

    I expect each object to Tween across to fixed co-ordinates, but only the first moves.

    Am I missing something?

    Edit: I know this should work with Awake, I just put Fixed Update on this thru testing.

    TIA,

    Rix
     
    Last edited: Feb 20, 2016
  40. Rixtter

    Rixtter

    Joined:
    Mar 31, 2014
    Posts:
    244
    Suggestion: The graph view can get cluttered, would you consider adding into the Prefs menu the ability to show/hide the Variables node?
     
    Last edited: Feb 20, 2016
  41. GamerPET

    GamerPET

    Joined:
    Dec 25, 2013
    Posts:
    370
    Is there any fast way to move some nodes from one Script to another? Some Copy/Paste thing?

    Thanks

    EDIT:

    I found something that it's just driving me crazy. Not sure if it's a bug or what...

    Basically I have this:


    I had this code in my MainController script but I decided to move this into an OnAwake script.

    I made the code look EXACTLY like the image above...yet every time I start the game I get this:



    I have no idea what the hell is wrong. It's basically the exact same thing I already had. The on Awake executes... the For Loop executes... but the Send Event does not work... and it's exactly like my other Send Event that was in the MainScript.

    The drawNewSegment function works if I press my move button. It just does not work On Awake and on this case. What the hell :(

    EDIT2:
    I disabled my OnAwake gameObject and I placed this in my MainController script:


    WORKS WITHOUT ANY PROBLEMS :|

    I think it's somehow related on how objects load into the memory or something. I started to have a similar problem with another On Awake script which worked before... so I did something like this:


    Now this works. Weird.
     
    Last edited: Feb 20, 2016
  42. GamerPET

    GamerPET

    Joined:
    Dec 25, 2013
    Posts:
    370


    Is there any way to optimize this?
     
  43. Rixtter

    Rixtter

    Joined:
    Mar 31, 2014
    Posts:
    244
    I'm getting bored of the waiting 24+ hours per question. Rubbish documentation means we have to rely on support = one person = this is a no-fly for my project.

    Nuv can I have a refund?

    I can figure out coding wayyyyy quicker than this. I'll also want a refund on NodeCanvas. I'm going back to Behavior Designer & scripting, I only got NC to complete the package but this isn't working. BD developer answers questions within the hour, usually minutes, and documentation is comprehensive enough to void needing to ask.

    Sorry, I'm sure you are on to a winner here in time but I have to move on.
     
    Last edited: Feb 20, 2016
  44. sanpats

    sanpats

    Joined:
    Aug 24, 2011
    Posts:
    343
    Personally, I don't see any basis for a refund.
     
  45. Rixtter

    Rixtter

    Joined:
    Mar 31, 2014
    Posts:
    244
    Your comment is stupid, given the fact I gave a basis. Leave it there.

    I lashed out in frustration but I stand by not wanting to continue, although it shouldn't be a reflection of the tool as much as my inexperience.
     
  46. sanpats

    sanpats

    Joined:
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    Expecting an answer from a developer within an hour is quite unrealistic. Some developer can do that (but not all the time), but it is not required at all.

    The FC documentation is not rubbish, I say about average.

    You have already got the full source code of this asset and NC. For me, it is not really fair to ask for a refund without really substantial cause as nobody can ensure that you won't keep the source code.

    It is up to nuverian though. But according to Asset Store EULA, he is not required to refund.

    I don't really care what you want. You posted this in a public forum, so I can post whatever I want as long as I stay within the boundary of the forum rules. Your post calling my post stupid however, may breaches some rule here.
     
    Last edited: Feb 21, 2016
    nuverian likes this.
  47. nuverian

    nuverian

    Joined:
    Oct 3, 2011
    Posts:
    2,087
    I suppose the icons are a Win10 problem since I'm using the same Unity version, but on Win7. I will take a look at those as well.

    Regarding the extensions methods, please PM me an email, and can send you the new version that is able to also read and append the extension methods in the list if you want :)

    The problem with the TweenFloat node, is the since floats are passed by value, rather than by reference, the node basicaly tweens the local float variable that is passes as a parameter in the Invoke function of the node. To make this work will be a bit more complicated. I will post a node a bit later of how this can be done, but it basicaly either needs to be done by having a reference to the Variable object itself, or having the node output the result value.

    Thanks.

    Right now, the coroutine nodes like the TweenPosition (and the other Tween Nodes), are not queuing up the calls they receive. The ForEach node, is signaling the TweenPosition n times in the same frame, but only 1 Coroutine can be active at a time within the node. In other words, if the TweenPosition is already tweening an object, it will not tween another object.
    This is exactly something that I was looking up in Friday to fix/improve, meaning the ability for such coroutine nodes (Tweens, Wait etc), to be able to queue up the coroutines and thus do what you originaly expected them to do.
    This imporvement will be included in the next update send within this week.

    What do you mean by hiding the Variable nodes? If you mean the variables on the top right, you can minimize the panel by clicking on the header title. If you mean something else, let me know.



    You can copy/paste nodes through the right click context menu already. Do you mean something different?

    The problem that is happening here, is that sending an Event in Awake/Enable, may not have the desired results, because the other flowscripts may not yet been loaded and waiting for an event. I will make some changes to ensure that everything is loaded before Awake/Enable is called. Expect this in the next update.
    Thanks.


    The Set Variable, has a operation to select in it's inspector. You can directly Add/Subtract/Multiply/Divide the value on top of the variable instead of getting it first:
    PlusEqual.png


    Rixly, It's weekend and I usualy go to some place off within weekends. I tent to reply within the day or faster if you take a look at previous posts. Regarding the documentation feel free to let me know what you would like to see improved, or what's missing.
    As far as a refund, I can't see what NodeCanvas has anything to do with this. You can still use "NC + scripting" and irelevant of FC, but if you still want a refund on FC in the end, PM me, but again, do let me know what you'd like to see improved in the tool for the better.
     
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  48. Rixtter

    Rixtter

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    Mar 31, 2014
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    Very helpful.
     
  49. Rixtter

    Rixtter

    Joined:
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    Yes, I meant the top right variables. Just figured if it were easy enough for you to implement, the ability to remove it would free up some space. I'm working on a single screen laptop, so I usually look at the variables in the Inspector.

    Might be worth looking into, but maybe only if some others also think it would be helpful...
     
  50. Rixtter

    Rixtter

    Joined:
    Mar 31, 2014
    Posts:
    244
    Nuverian, I apologise. An irrational outburst that I'll leave posted as a reminder to myself !!

    Of course it's the weekend, you should put the tools down like we all do.

    I don't require a refund, a kick in the head maybe...

    Sorry again,

    Rix
     
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