Rasagar/Library/PackageCache/com.unity.visualscripting/Runtime/VisualScripting.Flow/Framework/Graph/SetGraph.cs

88 lines
2.6 KiB
C#
Raw Normal View History

2024-08-26 13:07:20 -07:00
using System;
using UnityEngine;
namespace Unity.VisualScripting
{
[UnitCategory("Graphs/Graph Nodes")]
public abstract class SetGraph<TGraph, TMacro, TMachine> : Unit
where TGraph : class, IGraph, new()
where TMacro : Macro<TGraph>
where TMachine : Machine<TGraph, TMacro>
{
/// <summary>
/// The entry point for the node.
/// </summary>
[DoNotSerialize]
[PortLabelHidden]
public ControlInput enter { get; protected set; }
/// <summary>
/// The GameObject or the ScriptMachine where the graph will be set.
/// </summary>
[DoNotSerialize]
[PortLabelHidden]
[NullMeansSelf]
public ValueInput target { get; protected set; }
/// <summary>
/// The script graph.
/// </summary>
[DoNotSerialize]
[PortLabel("Graph")]
[PortLabelHidden]
public ValueInput graphInput { get; protected set; }
/// <summary>
/// The graph that has been set to the ScriptMachine.
/// </summary>
[DoNotSerialize]
[PortLabel("Graph")]
[PortLabelHidden]
public ValueOutput graphOutput { get; protected set; }
/// <summary>
/// The action to execute once the graph has been set.
/// </summary>
[DoNotSerialize]
[PortLabelHidden]
public ControlOutput exit { get; protected set; }
protected abstract bool isGameObject { get; }
Type targetType => isGameObject ? typeof(GameObject) : typeof(TMachine);
protected override void Definition()
{
enter = ControlInput(nameof(enter), SetMacro);
target = ValueInput(targetType, nameof(target)).NullMeansSelf();
target.SetDefaultValue(targetType.PseudoDefault());
graphInput = ValueInput<TMacro>(nameof(graphInput), null);
graphOutput = ValueOutput<TMacro>(nameof(graphOutput));
exit = ControlOutput(nameof(exit));
Requirement(graphInput, enter);
Assignment(enter, graphOutput);
Succession(enter, exit);
}
ControlOutput SetMacro(Flow flow)
{
var macro = flow.GetValue<TMacro>(graphInput);
var targetValue = flow.GetValue(target, targetType);
if (targetValue is GameObject go)
{
go.GetComponent<TMachine>().nest.SwitchToMacro(macro);
}
else
{
((TMachine)targetValue).nest.SwitchToMacro(macro);
}
flow.SetValue(graphOutput, macro);
return exit;
}
}
}