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