API ReferenceGE ExtensionsflowgraphnodesuiupdatedUI
EndScreen Begin (Flowgraph Node)
- **Node Name:** `EndScreen Begin`
Overview
- Node Name:
EndScreen Begin - Category:
singleActive - File:
extensions/flowgraph/nodes/ui/updatedUI/endScreenBegin.lua
Begins building the end screen UI. Designed to be used with other "EndScreen" content nodes and a "Screen Finish" node to complete the layout. Provides retry, continue-at-start, and continue-here buttons with career entry fee handling.
Pin Schema
Input Pins
| Pin | Type | Default | Description |
|---|---|---|---|
flow | flow | - | Activates the end screen |
reset | flow (impulse) | - | Resets the node state |
change | table | - | Attempt change data from aggregate attempt node |
customBtnsFirst | bool | - | If true, custom buttons appear before defaults (hidden) |
contStartActive | bool | true | Enable "Continue at Start" button (hidden) |
contHereActive | bool | true | Enable "Continue Here" button (hidden) |
Output Pins
| Pin | Type | Description |
|---|---|---|
flow | flow | Standard outflow |
build | flow (chain) | Fires once to build content panels |
retry | flow | Player pressed "Retry" |
contStart | flow | Player pressed "Continue at Start" |
contHere | flow | Player pressed "Continue Here" |
Custom buttons can be added in the editor; they create additional in/out pin pairs.
Internals
Key Methods
| Method | Description |
|---|---|
openDialogue() | Builds buttons (retry w/ entry fee, continue, custom), triggers UI |
closeDialogue() | Triggers ChangeState('play') |
buttonPushed(action) | Sets matching output pin and closes dialogue |
updateButtons() | Manages dynamic custom button pins |
drawCustomProperties() | ImGui editor for adding/removing custom buttons |
onResetGameplay() | Auto-closes end screen on reset if retry is enabled |
work() | Handles build chain, auto-skip timer |
How It Works
- When
flowactivates, callsmgr.modules.ui:startUIBuilding('endScreen', self)andopenDialogue(). openDialogue()builds a button list: retry (with career entry fee), continue-at-start, continue-here, scenario navigation, custom buttons, and next-mission buttons.- The
buildchain output fires once so downstream nodes can add content panels. - After 2 seconds, if
autoSkipEndScreenis set on the activity, auto-stops the mission. - Tutorial mode restricts buttons to only "Continue Here".
Usage Example
-- Flowgraph chain:
-- [EndScreen Begin] → (build) → [EndScreen Results] → [Screen Finish]
-- → (retry) → [Reset gameplay]
-- → (contHere) → [Continue logic]
-- The node handles career entry fees automatically:
-- If career is active, retry button shows the fee and checks affordabilityKey Dependencies
mgr.modules.ui- UI building system for mission screenscareer_career.isActive()- career mode detectioncareer_modules_playerAttributes- entry fee handlinggameplay_missions_missionScreen.stopMissionById()- auto-skipextensions.hook("onEndScreenUIOpened")- notifies other systems
Previously Undocumented (Added by Audit)
- Input Pin:
_active(any)
See Also
- EndScreen Drift Stats (Flowgraph Node) - Related reference
- EndScreen Lap Times (Flowgraph Node) - Related reference
- EndScreen Results (Flowgraph Node) - Related reference
- FlowGraph Guide - Guide