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;
}
}
}