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

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2024-10-27 10:53:47 +03:00
namespace Unity.VisualScripting
{
/// <summary>
/// Toggles between two values with on and off triggers.
/// </summary>
[UnitCategory("Control")]
[UnitOrder(19)]
[UnitFooterPorts(ControlInputs = true, ControlOutputs = true)]
public sealed class ToggleValue : Unit, IGraphElementWithData
{
public class Data : IGraphElementData
{
public bool isOn;
}
/// <summary>
/// Whether the toggle should start in the on state.
/// </summary>
[Serialize]
[Inspectable]
[UnitHeaderInspectable("Start On")]
[InspectorToggleLeft]
public bool startOn { get; set; } = true;
/// <summary>
/// Trigger to turn on the toggle.
/// </summary>
[DoNotSerialize]
[PortLabel("On")]
public ControlInput turnOn { get; private set; }
/// <summary>
/// Trigger to turn off the toggle.
/// </summary>
[DoNotSerialize]
[PortLabel("Off")]
public ControlInput turnOff { get; private set; }
/// <summary>
/// Trigger to toggle the state of the toggle.
/// </summary>
[DoNotSerialize]
public ControlInput toggle { get; private set; }
/// <summary>
/// The value to return if the toggle is on.
/// </summary>
[DoNotSerialize]
public ValueInput onValue { get; private set; }
/// <summary>
/// The value to return if the toggle is off.
/// </summary>
[DoNotSerialize]
public ValueInput offValue { get; private set; }
/// <summary>
/// Triggered when the flow gets turned on.
/// </summary>
[DoNotSerialize]
public ControlOutput turnedOn { get; private set; }
/// <summary>
/// Triggered when the flow gets turned off.
/// </summary>
[DoNotSerialize]
public ControlOutput turnedOff { get; private set; }
/// <summary>
/// Whether the flow is currently on.
/// </summary>
[DoNotSerialize]
public ValueOutput isOn { get; private set; }
/// <summary>
/// The value of the toggle selected depending on the state.
/// </summary>
[DoNotSerialize]
public ValueOutput value { get; private set; }
protected override void Definition()
{
turnOn = ControlInput(nameof(turnOn), TurnOn);
turnOff = ControlInput(nameof(turnOff), TurnOff);
toggle = ControlInput(nameof(toggle), Toggle);
onValue = ValueInput<object>(nameof(onValue));
offValue = ValueInput<object>(nameof(offValue));
turnedOn = ControlOutput(nameof(turnedOn));
turnedOff = ControlOutput(nameof(turnedOff));
isOn = ValueOutput(nameof(isOn), IsOn);
value = ValueOutput(nameof(value), Value);
Requirement(onValue, value);
Requirement(offValue, value);
Succession(turnOn, turnedOn);
Succession(turnOff, turnedOff);
Succession(toggle, turnedOn);
Succession(toggle, turnedOff);
}
public IGraphElementData CreateData()
{
return new Data() { isOn = startOn };
}
private bool IsOn(Flow flow)
{
return flow.stack.GetElementData<Data>(this).isOn;
}
private ControlOutput TurnOn(Flow flow)
{
var data = flow.stack.GetElementData<Data>(this);
if (data.isOn)
{
return null;
}
data.isOn = true;
return turnedOn;
}
private ControlOutput TurnOff(Flow flow)
{
var data = flow.stack.GetElementData<Data>(this);
if (!data.isOn)
{
return null;
}
data.isOn = false;
return turnedOff;
}
private ControlOutput Toggle(Flow flow)
{
var data = flow.stack.GetElementData<Data>(this);
data.isOn = !data.isOn;
return data.isOn ? turnedOn : turnedOff;
}
private object Value(Flow flow)
{
var data = flow.stack.GetElementData<Data>(this);
return flow.GetValue(data.isOn ? onValue : offValue);
}
}
}