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

140 lines
4.1 KiB
C#

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