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

62 lines
1.9 KiB
C#

using System.Linq;
namespace Unity.VisualScripting
{
/// <summary>
/// Fetches input values from the parent super unit for this graph.
/// </summary>
[UnitCategory("Nesting")]
[UnitOrder(1)]
[UnitTitle("Input")]
public sealed class GraphInput : Unit
{
public override bool canDefine => graph != null;
protected override void Definition()
{
isControlRoot = true;
foreach (var controlInputDefinition in graph.validPortDefinitions.OfType<ControlInputDefinition>())
{
ControlOutput(controlInputDefinition.key);
}
foreach (var valueInputDefinition in graph.validPortDefinitions.OfType<ValueInputDefinition>())
{
var key = valueInputDefinition.key;
var type = valueInputDefinition.type;
ValueOutput(type, key, (flow) =>
{
var superUnit = flow.stack.GetParent<SubgraphUnit>();
if (flow.enableDebug)
{
var editorData = flow.stack.GetElementDebugData<IUnitDebugData>(superUnit);
editorData.lastInvokeFrame = EditorTimeBinding.frame;
editorData.lastInvokeTime = EditorTimeBinding.time;
}
flow.stack.ExitParentElement();
superUnit.EnsureDefined();
var value = flow.GetValue(superUnit.valueInputs[key], type);
flow.stack.EnterParentElement(superUnit);
return value;
});
}
}
protected override void AfterDefine()
{
graph.onPortDefinitionsChanged += Define;
}
protected override void BeforeUndefine()
{
graph.onPortDefinitionsChanged -= Define;
}
}
}