forked from BilalY/Rasagar
73 lines
2.1 KiB
C#
73 lines
2.1 KiB
C#
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using System.Collections.Generic;
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using UnityEngine;
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namespace Unity.VisualScripting
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{
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/// <summary>
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/// Selects a value from a set by matching it with an input flow.
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/// </summary>
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[UnitCategory("Control")]
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[UnitTitle("Select On Flow")]
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[UnitShortTitle("Select")]
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[UnitSubtitle("On Flow")]
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[UnitOrder(8)]
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[TypeIcon(typeof(ISelectUnit))]
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public sealed class SelectOnFlow : Unit, ISelectUnit
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{
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[SerializeAs(nameof(branchCount))]
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private int _branchCount = 2;
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[DoNotSerialize]
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[Inspectable, UnitHeaderInspectable("Branches")]
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public int branchCount
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{
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get => _branchCount;
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set => _branchCount = Mathf.Clamp(value, 2, 10);
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}
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[DoNotSerialize]
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public Dictionary<ControlInput, ValueInput> branches { get; private set; }
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/// <summary>
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/// Triggered when any selector is entered.
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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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/// <summary>
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/// The selected value.
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/// </summary>
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[DoNotSerialize]
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[PortLabelHidden]
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public ValueOutput selection { get; private set; }
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protected override void Definition()
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{
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branches = new Dictionary<ControlInput, ValueInput>();
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selection = ValueOutput<object>(nameof(selection));
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exit = ControlOutput(nameof(exit));
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for (int i = 0; i < branchCount; i++)
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{
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var branchValue = ValueInput<object>("value_" + i);
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var branchControl = ControlInput("enter_" + i, (flow) => Select(flow, branchValue));
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Requirement(branchValue, branchControl);
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Assignment(branchControl, selection);
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Succession(branchControl, exit);
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branches.Add(branchControl, branchValue);
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}
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}
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public ControlOutput Select(Flow flow, ValueInput branchValue)
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{
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flow.SetValue(selection, flow.GetValue(branchValue));
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return exit;
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}
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}
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}
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