forked from BilalY/Rasagar
141 lines
4.2 KiB
C#
141 lines
4.2 KiB
C#
|
using UnityEngine;
|
||
|
|
||
|
namespace Unity.VisualScripting
|
||
|
{
|
||
|
/// <summary>
|
||
|
/// Gets the value of a variable.
|
||
|
/// </summary>
|
||
|
public sealed class GetVariable : UnifiedVariableUnit
|
||
|
{
|
||
|
/// <summary>
|
||
|
/// The value of the variable.
|
||
|
/// </summary>
|
||
|
[DoNotSerialize]
|
||
|
[PortLabelHidden]
|
||
|
public ValueOutput value { get; private set; }
|
||
|
|
||
|
/// <summary>
|
||
|
/// The value to return if the variable is not defined.
|
||
|
/// </summary>
|
||
|
[DoNotSerialize]
|
||
|
public ValueInput fallback { get; private set; }
|
||
|
|
||
|
/// <summary>
|
||
|
/// Whether a fallback value should be provided if the
|
||
|
/// variable is not defined.
|
||
|
/// </summary>
|
||
|
[Serialize]
|
||
|
[Inspectable]
|
||
|
[InspectorLabel("Fallback")]
|
||
|
public bool specifyFallback { get; set; } = false;
|
||
|
|
||
|
protected override void Definition()
|
||
|
{
|
||
|
base.Definition();
|
||
|
|
||
|
value = ValueOutput(nameof(value), Get).PredictableIf(IsDefined);
|
||
|
|
||
|
Requirement(name, value);
|
||
|
|
||
|
if (kind == VariableKind.Object)
|
||
|
{
|
||
|
Requirement(@object, value);
|
||
|
}
|
||
|
|
||
|
if (specifyFallback)
|
||
|
{
|
||
|
fallback = ValueInput<object>(nameof(fallback));
|
||
|
Requirement(fallback, value);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private bool IsDefined(Flow flow)
|
||
|
{
|
||
|
var name = flow.GetValue<string>(this.name);
|
||
|
|
||
|
if (string.IsNullOrEmpty(name))
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
GameObject @object = null;
|
||
|
|
||
|
if (kind == VariableKind.Object)
|
||
|
{
|
||
|
@object = flow.GetValue<GameObject>(this.@object);
|
||
|
|
||
|
if (@object == null)
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
var scene = flow.stack.scene;
|
||
|
|
||
|
if (kind == VariableKind.Scene)
|
||
|
{
|
||
|
if (scene == null || !scene.Value.IsValid() || !scene.Value.isLoaded || !Variables.ExistInScene(scene))
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
switch (kind)
|
||
|
{
|
||
|
case VariableKind.Flow:
|
||
|
return flow.variables.IsDefined(name);
|
||
|
case VariableKind.Graph:
|
||
|
return Variables.Graph(flow.stack).IsDefined(name);
|
||
|
case VariableKind.Object:
|
||
|
return Variables.Object(@object).IsDefined(name);
|
||
|
case VariableKind.Scene:
|
||
|
return Variables.Scene(scene.Value).IsDefined(name);
|
||
|
case VariableKind.Application:
|
||
|
return Variables.Application.IsDefined(name);
|
||
|
case VariableKind.Saved:
|
||
|
return Variables.Saved.IsDefined(name);
|
||
|
default:
|
||
|
throw new UnexpectedEnumValueException<VariableKind>(kind);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private object Get(Flow flow)
|
||
|
{
|
||
|
var name = flow.GetValue<string>(this.name);
|
||
|
|
||
|
VariableDeclarations variables;
|
||
|
|
||
|
switch (kind)
|
||
|
{
|
||
|
case VariableKind.Flow:
|
||
|
variables = flow.variables;
|
||
|
break;
|
||
|
case VariableKind.Graph:
|
||
|
variables = Variables.Graph(flow.stack);
|
||
|
break;
|
||
|
case VariableKind.Object:
|
||
|
variables = Variables.Object(flow.GetValue<GameObject>(@object));
|
||
|
break;
|
||
|
case VariableKind.Scene:
|
||
|
variables = Variables.Scene(flow.stack.scene);
|
||
|
break;
|
||
|
case VariableKind.Application:
|
||
|
variables = Variables.Application;
|
||
|
break;
|
||
|
case VariableKind.Saved:
|
||
|
variables = Variables.Saved;
|
||
|
break;
|
||
|
default:
|
||
|
throw new UnexpectedEnumValueException<VariableKind>(kind);
|
||
|
}
|
||
|
|
||
|
if (specifyFallback && !variables.IsDefined(name))
|
||
|
{
|
||
|
return flow.GetValue(fallback);
|
||
|
}
|
||
|
|
||
|
return variables.Get(name);
|
||
|
}
|
||
|
}
|
||
|
}
|