forked from BilalY/Rasagar
80 lines
1.8 KiB
C#
80 lines
1.8 KiB
C#
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using System.Collections;
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namespace Unity.VisualScripting
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{
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/// <summary>
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/// Loops as long as a given condition is true.
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/// </summary>
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[UnitTitle("While Loop")]
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[UnitCategory("Control")]
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[UnitOrder(11)]
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public class While : LoopUnit
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{
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/// <summary>
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/// The condition to check at each iteration to determine whether the loop should continue.
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/// </summary>
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[DoNotSerialize]
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[PortLabelHidden]
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public ValueInput condition { get; private set; }
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protected override void Definition()
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{
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base.Definition();
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condition = ValueInput<bool>(nameof(condition));
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Requirement(condition, enter);
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}
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private int Start(Flow flow)
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{
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return flow.EnterLoop();
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}
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private bool CanMoveNext(Flow flow)
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{
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return flow.GetValue<bool>(condition);
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}
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protected override ControlOutput Loop(Flow flow)
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{
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var loop = Start(flow);
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var stack = flow.PreserveStack();
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while (flow.LoopIsNotBroken(loop) && CanMoveNext(flow))
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{
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flow.Invoke(body);
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flow.RestoreStack(stack);
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}
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flow.DisposePreservedStack(stack);
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flow.ExitLoop(loop);
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return exit;
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}
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protected override IEnumerator LoopCoroutine(Flow flow)
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{
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var loop = Start(flow);
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var stack = flow.PreserveStack();
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while (flow.LoopIsNotBroken(loop) && CanMoveNext(flow))
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{
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yield return body;
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flow.RestoreStack(stack);
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}
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flow.DisposePreservedStack(stack);
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flow.ExitLoop(loop);
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yield return exit;
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}
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}
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}
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