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

84 lines
2.3 KiB
C#

using System.Collections.Generic;
namespace Unity.VisualScripting
{
[TypeIcon(typeof(IBranchUnit))]
public abstract class SwitchUnit<T> : Unit, IBranchUnit
{
// Using L<KVP> instead of Dictionary to allow null key
[DoNotSerialize]
public List<KeyValuePair<T, ControlOutput>> branches { get; private set; }
[Inspectable, Serialize]
public List<T> options { get; set; } = new List<T>();
/// <summary>
/// The entry point for the switch.
/// </summary>
[DoNotSerialize]
[PortLabelHidden]
public ControlInput enter { get; private set; }
/// <summary>
/// The value on which to switch.
/// </summary>
[DoNotSerialize]
[PortLabelHidden]
public ValueInput selector { get; private set; }
/// <summary>
/// The branch to take if the input value does not match any other option.
/// </summary>
[DoNotSerialize]
public ControlOutput @default { get; private set; }
public override bool canDefine => options != null;
protected override void Definition()
{
enter = ControlInput(nameof(enter), Enter);
selector = ValueInput<T>(nameof(selector));
Requirement(selector, enter);
branches = new List<KeyValuePair<T, ControlOutput>>();
foreach (var option in options)
{
var key = "%" + option;
if (!controlOutputs.Contains(key))
{
var branch = ControlOutput(key);
branches.Add(new KeyValuePair<T, ControlOutput>(option, branch));
Succession(enter, branch);
}
}
@default = ControlOutput(nameof(@default));
Succession(enter, @default);
}
protected virtual bool Matches(T a, T b)
{
return Equals(a, b);
}
public ControlOutput Enter(Flow flow)
{
var selector = flow.GetValue<T>(this.selector);
foreach (var branch in branches)
{
if (Matches(branch.Key, selector))
{
return branch.Value;
}
}
return @default;
}
}
}