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

73 lines
2.1 KiB
C#

using System.Collections.Generic;
using UnityEngine;
namespace Unity.VisualScripting
{
/// <summary>
/// Selects a value from a set by matching it with an input flow.
/// </summary>
[UnitCategory("Control")]
[UnitTitle("Select On Flow")]
[UnitShortTitle("Select")]
[UnitSubtitle("On Flow")]
[UnitOrder(8)]
[TypeIcon(typeof(ISelectUnit))]
public sealed class SelectOnFlow : Unit, ISelectUnit
{
[SerializeAs(nameof(branchCount))]
private int _branchCount = 2;
[DoNotSerialize]
[Inspectable, UnitHeaderInspectable("Branches")]
public int branchCount
{
get => _branchCount;
set => _branchCount = Mathf.Clamp(value, 2, 10);
}
[DoNotSerialize]
public Dictionary<ControlInput, ValueInput> branches { get; private set; }
/// <summary>
/// Triggered when any selector is entered.
/// </summary>
[DoNotSerialize]
[PortLabelHidden]
public ControlOutput exit { get; private set; }
/// <summary>
/// The selected value.
/// </summary>
[DoNotSerialize]
[PortLabelHidden]
public ValueOutput selection { get; private set; }
protected override void Definition()
{
branches = new Dictionary<ControlInput, ValueInput>();
selection = ValueOutput<object>(nameof(selection));
exit = ControlOutput(nameof(exit));
for (int i = 0; i < branchCount; i++)
{
var branchValue = ValueInput<object>("value_" + i);
var branchControl = ControlInput("enter_" + i, (flow) => Select(flow, branchValue));
Requirement(branchValue, branchControl);
Assignment(branchControl, selection);
Succession(branchControl, exit);
branches.Add(branchControl, branchValue);
}
}
public ControlOutput Select(Flow flow, ValueInput branchValue)
{
flow.SetValue(selection, flow.GetValue(branchValue));
return exit;
}
}
}