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