using UnityObject = UnityEngine.Object;
namespace Unity.VisualScripting
{
///
/// Branches flow depending on whether the input is null.
///
[UnitCategory("Nulls")]
[TypeIcon(typeof(Null))]
public sealed class NullCheck : Unit
{
///
/// The input.
///
[DoNotSerialize]
[PortLabelHidden]
public ValueInput input { get; private set; }
///
/// The entry point for the null check.
///
[DoNotSerialize]
[PortLabelHidden]
public ControlInput enter { get; private set; }
///
/// The action to execute if the input is not null.
///
[DoNotSerialize]
[PortLabel("Not Null")]
public ControlOutput ifNotNull { get; private set; }
///
/// The action to execute if the input is null.
///
[DoNotSerialize]
[PortLabel("Null")]
public ControlOutput ifNull { get; private set; }
protected override void Definition()
{
enter = ControlInput(nameof(enter), Enter);
input = ValueInput