UnityGame/Library/PackageCache/com.unity.visualscripting/Editor/VisualScripting.Flow/Options/IUnitOption.cs

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2024-10-27 10:53:47 +03:00
using System;
using System.Collections.Generic;
namespace Unity.VisualScripting
{
public interface IUnitOption : IFuzzyOption
{
IUnit unit { get; }
IUnit InstantiateUnit();
void PreconfigureUnit(IUnit unit);
HashSet<string> sourceScriptGuids { get; }
int order { get; }
UnitCategory category { get; }
string favoriteKey { get; }
bool favoritable { get; }
Type unitType { get; }
#region Serialization
void Deserialize(UnitOptionRow row);
UnitOptionRow Serialize();
#endregion
#region Filtering
int controlInputCount { get; }
int controlOutputCount { get; }
HashSet<Type> valueInputTypes { get; }
HashSet<Type> valueOutputTypes { get; }
#endregion
#region Search
string haystack { get; }
string formerHaystack { get; }
string SearchResultLabel(string query);
#endregion
}
public static class XUnitOption
{
public static bool UnitIs(this IUnitOption option, Type type)
{
return type.IsAssignableFrom(option.unitType);
}
public static bool UnitIs<T>(this IUnitOption option)
{
return option.UnitIs(typeof(T));
}
public static bool HasCompatibleValueInput(this IUnitOption option, Type outputType)
{
Ensure.That(nameof(outputType)).IsNotNull(outputType);
foreach (var valueInputType in option.valueInputTypes)
{
if (ConversionUtility.CanConvert(outputType, valueInputType, false))
{
return true;
}
}
return false;
}
public static bool HasCompatibleValueOutput(this IUnitOption option, Type inputType)
{
Ensure.That(nameof(inputType)).IsNotNull(inputType);
foreach (var valueOutputType in option.valueOutputTypes)
{
if (ConversionUtility.CanConvert(valueOutputType, inputType, false))
{
return true;
}
}
return false;
}
}
}