Behaviors: On timer late output (#224)
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@@ -102,7 +102,7 @@ shown on the node and editable in the inspector.
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deliberately not used: its delay and rate are an operating-system setting, not a game's. Both
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rows stay off the node body while the delay is 0, so a plain key node keeps its single line.
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- **Node set** (`src/core/graph/nodes/`, one file per node): events `On start`, `On enable`, `On update`, `On disable`, `On destroy` (see *Lifecycle*), `On key down/up/held`,
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`On timer`, `On collision enter/stay/exit` (stay every frame, or with an interval; while playing enter and stay tell normal, impulse and point of the contact), `On click` (the mouse pressed on the owner — anywhere when it has none), `On animation finished`, `On state entered`, `On state exited` (one output per state, see *State machines*), `Start` · flow `Branch`, `Sequence`, `Repeat`, `Run behavior`, `End`, and the four that move or follow a state machine, `State branch`, `Set state`, `Set state by name`, `State transition` (see *State machines*) · data `Self`, `Owner`, `Parent`, `Object by name`, `Name of`,
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`On timer` (fires on the first frame past each due time; `late` says by how much, so `time - late` is exactly a multiple of the interval), `On collision enter/stay/exit` (stay every frame, or with an interval; while playing enter and stay tell normal, impulse and point of the contact), `On click` (the mouse pressed on the owner — anywhere when it has none), `On animation finished`, `On state entered`, `On state exited` (one output per state, see *State machines*), `Start` · flow `Branch`, `Sequence`, `Repeat`, `Run behavior`, `End`, and the four that move or follow a state machine, `State branch`, `Set state`, `Set state by name`, `State transition` (see *State machines*) · data `Self`, `Owner`, `Parent`, `Object by name`, `Name of`,
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`Is asset` (is this object an instance of asset X — how you tell what you collided with),
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`Variables`, `Properties` (every property row of the target's type, the transform rows `scale`, `rotation`, `mirrorX`, `mirrorY` included — how a graph turns a sprite), `Get position` (local and world), `Is enabled`, literals `Number`/`Text`/`Boolean`/`Texture`/`State machine`/`Sound`/`Scene`, `Add/Subtract/Multiply/Divide`,
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`Min/Max/Abs/Sqrt/Clamp`, `Floor/Ceil/Round`, `Modulo`, `Random`, `Time`, `To text`, `To number`, `Join text`,
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