UnityGame/Library/PackageCache/com.unity.visualscripting/Runtime/VisualScripting.Flow/Framework/Codebase/CreateStruct.cs
2024-10-27 10:53:47 +03:00

78 lines
2.1 KiB
C#

using System;
namespace Unity.VisualScripting
{
/// <summary>
/// Creates a struct with its default initializer.
/// </summary>
[SpecialUnit]
public sealed class CreateStruct : Unit
{
[Obsolete(Serialization.ConstructorWarning)]
public CreateStruct() : base() { }
public CreateStruct(Type type) : base()
{
Ensure.That(nameof(type)).IsNotNull(type);
if (!type.IsStruct())
{
throw new ArgumentException($"Type {type} must be a struct.", nameof(type));
}
this.type = type;
}
[Serialize]
public Type type { get; internal set; }
// Shouldn't happen through normal use, but can happen
// if deserialization fails to find the type
// https://support.ludiq.io/communities/5/topics/1661-x
public override bool canDefine => type != null;
/// <summary>
/// The entry point to create the struct. You can
/// still get the return value without connecting this port.
/// </summary>
[DoNotSerialize]
[PortLabelHidden]
public ControlInput enter { get; private set; }
/// <summary>
/// The action to call once the struct has been created.
/// </summary>
[DoNotSerialize]
[PortLabelHidden]
public ControlOutput exit { get; private set; }
/// <summary>
/// The created struct.
/// </summary>
[DoNotSerialize]
[PortLabelHidden]
public ValueOutput output { get; private set; }
protected override void Definition()
{
enter = ControlInput(nameof(enter), Enter);
exit = ControlOutput(nameof(exit));
output = ValueOutput(type, nameof(output), Create);
Succession(enter, exit);
}
private ControlOutput Enter(Flow flow)
{
flow.SetValue(output, Activator.CreateInstance(type));
return exit;
}
private object Create(Flow flow)
{
return Activator.CreateInstance(type);
}
}
}