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

58 lines
1.7 KiB
C#

namespace Unity.VisualScripting
{
/// <summary>
/// Selects a value from a set by checking if a condition is true or false.
/// </summary>
[UnitCategory("Control")]
[UnitTitle("Select")]
[TypeIcon(typeof(ISelectUnit))]
[UnitOrder(6)]
public sealed class SelectUnit : Unit, ISelectUnit
{
/// <summary>
/// The condition to check.
/// </summary>
[DoNotSerialize]
[PortLabelHidden]
public ValueInput condition { get; private set; }
/// <summary>
/// The value to return if the condition is true.
/// </summary>
[DoNotSerialize]
[PortLabel("True")]
public ValueInput ifTrue { get; private set; }
/// <summary>
/// The value to return if the condition is false.
/// </summary>
[DoNotSerialize]
[PortLabel("False")]
public ValueInput ifFalse { get; private set; }
/// <summary>
/// The returned value.
/// </summary>
[DoNotSerialize]
[PortLabelHidden]
public ValueOutput selection { get; private set; }
protected override void Definition()
{
condition = ValueInput<bool>(nameof(condition));
ifTrue = ValueInput<object>(nameof(ifTrue)).AllowsNull();
ifFalse = ValueInput<object>(nameof(ifFalse)).AllowsNull();
selection = ValueOutput(nameof(selection), Branch).Predictable();
Requirement(condition, selection);
Requirement(ifTrue, selection);
Requirement(ifFalse, selection);
}
public object Branch(Flow flow)
{
return flow.GetValue(flow.GetValue<bool>(condition) ? ifTrue : ifFalse);
}
}
}