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

114 lines
3.4 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
namespace Unity.VisualScripting
{
public sealed class ControlOutput : UnitPort<ControlInput, IUnitInputPort, ControlConnection>, IUnitControlPort, IUnitOutputPort
{
public ControlOutput(string key) : base(key) { }
public override IEnumerable<ControlConnection> validConnections => unit?.graph?.controlConnections.WithSource(this) ?? Enumerable.Empty<ControlConnection>();
public override IEnumerable<InvalidConnection> invalidConnections => unit?.graph?.invalidConnections.WithSource(this) ?? Enumerable.Empty<InvalidConnection>();
public override IEnumerable<ControlInput> validConnectedPorts => validConnections.Select(c => c.destination);
public override IEnumerable<IUnitInputPort> invalidConnectedPorts => invalidConnections.Select(c => c.destination);
public bool isPredictable
{
get
{
using (var recursion = Recursion.New(1))
{
return IsPredictable(recursion);
}
}
}
public bool IsPredictable(Recursion recursion)
{
if (unit.isControlRoot)
{
return true;
}
if (!recursion?.TryEnter(this) ?? false)
{
return false;
}
var isPredictable = unit.relations.WithDestination(this).Where(r => r.source is ControlInput).All(r => ((ControlInput)r.source).IsPredictable(recursion));
recursion?.Exit(this);
return isPredictable;
}
public bool couldBeEntered
{
get
{
if (!isPredictable)
{
throw new NotSupportedException();
}
if (unit.isControlRoot)
{
return true;
}
return unit.relations.WithDestination(this).Where(r => r.source is ControlInput).Any(r => ((ControlInput)r.source).couldBeEntered);
}
}
public ControlConnection connection => unit.graph?.controlConnections.SingleOrDefaultWithSource(this);
public override bool hasValidConnection => connection != null;
public override bool CanConnectToValid(ControlInput port)
{
return true;
}
public override void ConnectToValid(ControlInput port)
{
var source = this;
var destination = port;
source.Disconnect();
unit.graph.controlConnections.Add(new ControlConnection(source, destination));
}
public override void ConnectToInvalid(IUnitInputPort port)
{
ConnectInvalid(this, port);
}
public override void DisconnectFromValid(ControlInput port)
{
var connection = validConnections.SingleOrDefault(c => c.destination == port);
if (connection != null)
{
unit.graph.controlConnections.Remove(connection);
}
}
public override void DisconnectFromInvalid(IUnitInputPort port)
{
DisconnectInvalid(this, port);
}
public override IUnitPort CompatiblePort(IUnit unit)
{
if (unit == this.unit) return null;
return unit.controlInputs.FirstOrDefault();
}
}
}