forked from BilalY/Rasagar
61 lines
1.8 KiB
C#
61 lines
1.8 KiB
C#
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namespace Unity.VisualScripting
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{
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/// <summary>
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/// Caches the input so that all nodes connected to the output
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/// retrieve the value only once.
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/// </summary>
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[UnitCategory("Control")]
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[UnitOrder(15)]
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public sealed class Cache : Unit
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{
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/// <summary>
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/// The moment at which to cache the value.
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/// The output value will only get updated when this gets triggered.
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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 value to cache when the node is entered.
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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 cached value, as it was the last time this node was entered.
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/// </summary>
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[DoNotSerialize]
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[PortLabel("Cached")]
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[PortLabelHidden]
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public ValueOutput output { get; private set; }
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/// <summary>
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/// The action to execute once the value has been cached.
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/// </summary>
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[DoNotSerialize]
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[PortLabelHidden]
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public ControlOutput exit { get; private set; }
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protected override void Definition()
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{
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enter = ControlInput(nameof(enter), Store);
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input = ValueInput<object>(nameof(input));
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output = ValueOutput<object>(nameof(output));
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exit = ControlOutput(nameof(exit));
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Requirement(input, enter);
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Assignment(enter, output);
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Succession(enter, exit);
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}
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private ControlOutput Store(Flow flow)
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{
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flow.SetValue(output, flow.GetValue(input));
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return exit;
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}
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}
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}
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