namespace Unity.VisualScripting
{
///
/// Executes an action only once, and a different action afterwards.
///
[UnitCategory("Control")]
[UnitOrder(14)]
public sealed class Once : Unit, IGraphElementWithData
{
public sealed class Data : IGraphElementData
{
public bool executed;
}
///
/// The entry point for the action.
///
[DoNotSerialize]
[PortLabelHidden]
public ControlInput enter { get; private set; }
///
/// Trigger to reset the once check.
///
[DoNotSerialize]
public ControlInput reset { get; private set; }
///
/// The action to execute the first time the node is entered.
///
[DoNotSerialize]
public ControlOutput once { get; private set; }
///
/// The action to execute subsequently.
///
[DoNotSerialize]
public ControlOutput after { get; private set; }
protected override void Definition()
{
enter = ControlInput(nameof(enter), Enter);
reset = ControlInput(nameof(reset), Reset);
once = ControlOutput(nameof(once));
after = ControlOutput(nameof(after));
Succession(enter, once);
Succession(enter, after);
}
public IGraphElementData CreateData()
{
return new Data();
}
public ControlOutput Enter(Flow flow)
{
var data = flow.stack.GetElementData(this);
if (!data.executed)
{
data.executed = true;
return once;
}
else
{
return after;
}
}
public ControlOutput Reset(Flow flow)
{
flow.stack.GetElementData(this).executed = false;
return null;
}
}
}