UnityGame/Library/PackageCache/com.unity.visualscripting/Runtime/VisualScripting.Flow/Framework/Control/SelectOnEnum.cs

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2024-10-27 10:53:47 +03:00
using System;
using System.Collections.Generic;
namespace Unity.VisualScripting
{
/// <summary>
/// Selects a value from a set by switching over an enum.
/// </summary>
[UnitCategory("Control")]
[UnitTitle("Select On Enum")]
[UnitShortTitle("Select")]
[UnitSubtitle("On Enum")]
[UnitOrder(7)]
[TypeIcon(typeof(ISelectUnit))]
public sealed class SelectOnEnum : Unit, ISelectUnit
{
[DoNotSerialize]
public Dictionary<object, ValueInput> branches { get; private set; }
/// <summary>
/// The value on which to select.
/// </summary>
[DoNotSerialize]
[PortLabelHidden]
public ValueInput selector { get; private set; }
/// <summary>
/// The selected value.
/// </summary>
[DoNotSerialize]
[PortLabelHidden]
public ValueOutput selection { get; private set; }
[Serialize]
[Inspectable, UnitHeaderInspectable]
[TypeFilter(Enums = true, Classes = false, Interfaces = false, Structs = false, Primitives = false)]
public Type enumType { get; set; }
public override bool canDefine => enumType != null && enumType.IsEnum;
protected override void Definition()
{
branches = new Dictionary<object, ValueInput>();
selection = ValueOutput(nameof(selection), Branch).Predictable();
selector = ValueInput(enumType, nameof(selector));
Requirement(selector, selection);
foreach (var valueByName in EnumUtility.ValuesByNames(enumType))
{
var enumValue = valueByName.Value;
if (branches.ContainsKey(enumValue))
continue;
var branch = ValueInput<object>("%" + valueByName.Key).AllowsNull();
branches.Add(enumValue, branch);
Requirement(branch, selection);
}
}
public object Branch(Flow flow)
{
var selector = flow.GetValue(this.selector, enumType);
return flow.GetValue(branches[selector]);
}
}
}