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refactor nav docs slightly to better call out onEnd expressions #321

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10 changes: 7 additions & 3 deletions docs/site/pages/content/navigation.mdx
Original file line number Diff line number Diff line change
Expand Up @@ -94,11 +94,15 @@ The flow state executes the referenced flow, and its `outcome` determines the tr

Reaching this state will execute the `FLOW_2` flow -- and if `FLOW_2` reaches an `END` state with an `outcome` of `next`, will transition to the `VIEW_2` state

## Expressions

State types can also contain `onStart` and `onEnd` properties for evaluating expressions. Order of operations:

1. `onStart` - Evaluated at the start of a node's lifecycle; useful for updating data before it's resolved
2. `exp`
3. `onEnd` - Evaluated last, right before transition. If a transition is halted (by validation or otherwise), the expression won't be executed.
3. `onEnd` - Evaluated last, right before transition.
1. If a transition is halted (by validation or otherwise), the expression won't be executed.
1. Player navigation is a state machine, `onEnd` expressions will only execute when the state machine ends the flow. Terminating the flow, by unmounting player on any given platform, will not execute `onEnd` expressions, as it would not have reached an `END` state.
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## Examples

Expand Down Expand Up @@ -128,7 +132,7 @@ This is the simplest of flows. The navigation begins with executing `FLOW_1`. `F

![Single Flow Example](/simple-flow.png?darkModeInvert)

### Flow with `onStart` expression
### Flow with `onStart` expression on a `VIEW` state

```json
{
Expand All @@ -153,7 +157,7 @@ This is the simplest of flows. The navigation begins with executing `FLOW_1`. `F

The `view` node in this flow utilizes an `onStart` expression to update the `ref` property dynamically. The expression is evaluated before the data is resolved, and the node references the updated `id`.

### Flow with multiple expressions
### Flow with multiple expression types on a `VIEW` state

```json
{
Expand Down