80 lines
2.1 KiB
C#
80 lines
2.1 KiB
C#
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using UnityObject = UnityEngine.Object;
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namespace Unity.VisualScripting
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{
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/// <summary>
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/// Branches flow depending on whether the input is null.
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/// </summary>
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[UnitCategory("Nulls")]
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[TypeIcon(typeof(Null))]
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public sealed class NullCheck : Unit
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{
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/// <summary>
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/// The input.
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/// </summary>
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[DoNotSerialize]
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[PortLabelHidden]
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public ValueInput input { get; private set; }
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/// <summary>
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/// The entry point for the null check.
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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 action to execute if the input is not null.
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/// </summary>
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[DoNotSerialize]
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[PortLabel("Not Null")]
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public ControlOutput ifNotNull { get; private set; }
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/// <summary>
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/// The action to execute if the input is null.
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/// </summary>
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[DoNotSerialize]
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[PortLabel("Null")]
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public ControlOutput ifNull { 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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input = ValueInput<object>(nameof(input)).AllowsNull();
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ifNotNull = ControlOutput(nameof(ifNotNull));
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ifNull = ControlOutput(nameof(ifNull));
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Requirement(input, enter);
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Succession(enter, ifNotNull);
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Succession(enter, ifNull);
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}
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public ControlOutput Enter(Flow flow)
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{
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var input = flow.GetValue(this.input);
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bool isNull;
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if (input is UnityObject)
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{
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// Required cast because of Unity's custom == operator.
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// ReSharper disable once ConditionIsAlwaysTrueOrFalse
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isNull = (UnityObject)input == null;
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}
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else
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{
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isNull = input == null;
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}
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if (isNull)
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{
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return ifNull;
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}
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else
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{
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return ifNotNull;
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}
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}
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}
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}
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