Logic Gate
Type: Data
Category: LOGIC
Performs a logical operation between two boolean values and returns the result.
Properties
| Property |
Type |
Default |
Description |
| Operation |
Enum |
AND |
AND, OR, NOT, NAND, NOR, XOR, XNOR |
| A |
Bool |
False |
First operand |
| B |
Bool |
False |
Second operand (ignored for NOT) |
Sockets
| Socket |
Direction |
Type |
| A |
Input |
Data (Bool) |
| B |
Input |
Data (Bool) |
| Result |
Output |
Data (Bool) |
Operation table
| Operation |
Result |
| AND |
A and B |
| OR |
A or B |
| NOT |
not A |
| NAND |
not (A and B) |
| NOR |
not (A or B) |
| XOR |
A != B |
| XNOR |
A == B |
Typical usage
Move only if alive and grounded
[On Update] → [Branch:
Condition = {Logic Gate:
A = {Compare: health > 0}
B = {Compare: on_ground == True}
Op = AND}]
└── True ──► [Player Movement]
Attack only if not reloading or animating
[On Update] → [Branch:
Condition = {Logic Gate:
A = {is_reloading}
B = {is_animating}
Op = NOR}]
└── True ──► [Weapon Fire Executor]
Notes
- Data-only node — no Exec sockets. Combine its output with Branch for branching.
- For
NOT, only socket A is evaluated. Socket B is ignored.