forked from BilalY/Rasagar
74 lines
2.1 KiB
C#
74 lines
2.1 KiB
C#
using System;
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using System.Collections.Generic;
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namespace Unity.VisualScripting
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{
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/// <summary>
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/// Selects a value from a set by switching over an enum.
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/// </summary>
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[UnitCategory("Control")]
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[UnitTitle("Select On Enum")]
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[UnitShortTitle("Select")]
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[UnitSubtitle("On Enum")]
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[UnitOrder(7)]
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[TypeIcon(typeof(ISelectUnit))]
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public sealed class SelectOnEnum : Unit, ISelectUnit
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{
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[DoNotSerialize]
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public Dictionary<object, ValueInput> branches { get; private set; }
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/// <summary>
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/// The value on which to select.
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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 selected value.
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/// </summary>
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[DoNotSerialize]
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[PortLabelHidden]
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public ValueOutput selection { get; private set; }
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[Serialize]
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[Inspectable, UnitHeaderInspectable]
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[TypeFilter(Enums = true, Classes = false, Interfaces = false, Structs = false, Primitives = false)]
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public Type enumType { get; set; }
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public override bool canDefine => enumType != null && enumType.IsEnum;
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protected override void Definition()
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{
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branches = new Dictionary<object, ValueInput>();
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selection = ValueOutput(nameof(selection), Branch).Predictable();
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selector = ValueInput(enumType, nameof(selector));
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Requirement(selector, selection);
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foreach (var valueByName in EnumUtility.ValuesByNames(enumType))
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{
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var enumValue = valueByName.Value;
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if (branches.ContainsKey(enumValue))
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continue;
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var branch = ValueInput<object>("%" + valueByName.Key).AllowsNull();
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branches.Add(enumValue, branch);
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Requirement(branch, selection);
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}
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}
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public object Branch(Flow flow)
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{
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var selector = flow.GetValue(this.selector, enumType);
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return flow.GetValue(branches[selector]);
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}
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}
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}
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