forked from BilalY/Rasagar
84 lines
2.3 KiB
C#
84 lines
2.3 KiB
C#
using System.Collections.Generic;
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namespace Unity.VisualScripting
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{
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[TypeIcon(typeof(IBranchUnit))]
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public abstract class SwitchUnit<T> : Unit, IBranchUnit
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{
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// Using L<KVP> instead of Dictionary to allow null key
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[DoNotSerialize]
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public List<KeyValuePair<T, ControlOutput>> branches { get; private set; }
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[Inspectable, Serialize]
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public List<T> options { get; set; } = new List<T>();
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/// <summary>
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/// The entry point for the switch.
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/// </summary>
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[DoNotSerialize]
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[PortLabelHidden]
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public ControlInput enter { get; private set; }
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/// <summary>
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/// The value on which to switch.
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/// </summary>
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[DoNotSerialize]
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[PortLabelHidden]
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public ValueInput selector { get; private set; }
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/// <summary>
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/// The branch to take if the input value does not match any other option.
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/// </summary>
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[DoNotSerialize]
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public ControlOutput @default { get; private set; }
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public override bool canDefine => options != null;
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protected override void Definition()
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{
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enter = ControlInput(nameof(enter), Enter);
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selector = ValueInput<T>(nameof(selector));
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Requirement(selector, enter);
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branches = new List<KeyValuePair<T, ControlOutput>>();
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foreach (var option in options)
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{
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var key = "%" + option;
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if (!controlOutputs.Contains(key))
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{
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var branch = ControlOutput(key);
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branches.Add(new KeyValuePair<T, ControlOutput>(option, branch));
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Succession(enter, branch);
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}
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}
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@default = ControlOutput(nameof(@default));
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Succession(enter, @default);
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}
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protected virtual bool Matches(T a, T b)
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{
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return Equals(a, b);
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}
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public ControlOutput Enter(Flow flow)
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{
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var selector = flow.GetValue<T>(this.selector);
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foreach (var branch in branches)
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{
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if (Matches(branch.Key, selector))
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{
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return branch.Value;
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}
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}
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return @default;
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}
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}
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}
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