58 lines
1.7 KiB
C#
58 lines
1.7 KiB
C#
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namespace Unity.VisualScripting
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{
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/// <summary>
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/// Branches flow by checking if a condition is true or false.
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/// </summary>
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[UnitCategory("Control")]
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[UnitOrder(0)]
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[RenamedFrom("Bolt.Branch")]
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[RenamedFrom("Unity.VisualScripting.Branch")]
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public sealed class If : Unit, IBranchUnit
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{
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/// <summary>
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/// The entry point for the branch.
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/// </summary>
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[DoNotSerialize]
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[PortLabelHidden]
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public ControlInput enter { get; private set; }
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/// <summary>
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/// The condition to check.
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/// </summary>
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[DoNotSerialize]
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[PortLabelHidden]
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public ValueInput condition { get; private set; }
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/// <summary>
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/// The action to execute if the condition is true.
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/// </summary>
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[DoNotSerialize]
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[PortLabel("True")]
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public ControlOutput ifTrue { get; private set; }
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/// <summary>
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/// The action to execute if the condition is false.
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/// </summary>
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[DoNotSerialize]
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[PortLabel("False")]
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public ControlOutput ifFalse { get; private set; }
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protected override void Definition()
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{
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enter = ControlInput(nameof(enter), Enter);
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condition = ValueInput<bool>(nameof(condition));
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ifTrue = ControlOutput(nameof(ifTrue));
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ifFalse = ControlOutput(nameof(ifFalse));
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Requirement(condition, enter);
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Succession(enter, ifTrue);
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Succession(enter, ifFalse);
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}
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public ControlOutput Enter(Flow flow)
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{
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return flow.GetValue<bool>(condition) ? ifTrue : ifFalse;
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}
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}
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}
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