62 lines
1.7 KiB
C#
62 lines
1.7 KiB
C#
using UnityObject = UnityEngine.Object;
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namespace Unity.VisualScripting
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{
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/// <summary>
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/// Provides a fallback value if the input value 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 NullCoalesce : Unit
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{
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/// <summary>
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/// The value.
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/// </summary>
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[DoNotSerialize]
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public ValueInput input { get; private set; }
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/// <summary>
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/// The fallback to use if the value is null.
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/// </summary>
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[DoNotSerialize]
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public ValueInput fallback { get; private set; }
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/// <summary>
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/// The returned value.
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/// </summary>
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[DoNotSerialize]
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[PortLabelHidden]
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public ValueOutput result { get; private set; }
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protected override void Definition()
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{
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input = ValueInput<object>(nameof(input)).AllowsNull();
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fallback = ValueInput<object>(nameof(fallback));
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result = ValueOutput(nameof(result), Coalesce).Predictable();
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Requirement(input, result);
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Requirement(fallback, result);
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}
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public object Coalesce(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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return isNull ? flow.GetValue(fallback) : input;
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}
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}
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}
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