forked from BilalY/Rasagar
58 lines
1.7 KiB
C#
58 lines
1.7 KiB
C#
namespace Unity.VisualScripting
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{
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/// <summary>
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/// Selects a value from a set by checking if a condition is true or false.
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/// </summary>
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[UnitCategory("Control")]
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[UnitTitle("Select")]
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[TypeIcon(typeof(ISelectUnit))]
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[UnitOrder(6)]
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public sealed class SelectUnit : Unit, ISelectUnit
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{
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/// <summary>
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/// The condition to check.
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/// </summary>
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[DoNotSerialize]
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[PortLabelHidden]
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public ValueInput condition { get; private set; }
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/// <summary>
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/// The value to return if the condition is true.
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/// </summary>
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[DoNotSerialize]
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[PortLabel("True")]
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public ValueInput ifTrue { get; private set; }
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/// <summary>
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/// The value to return if the condition is false.
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/// </summary>
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[DoNotSerialize]
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[PortLabel("False")]
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public ValueInput ifFalse { get; private set; }
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/// <summary>
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/// The returned 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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protected override void Definition()
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{
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condition = ValueInput<bool>(nameof(condition));
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ifTrue = ValueInput<object>(nameof(ifTrue)).AllowsNull();
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ifFalse = ValueInput<object>(nameof(ifFalse)).AllowsNull();
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selection = ValueOutput(nameof(selection), Branch).Predictable();
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Requirement(condition, selection);
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Requirement(ifTrue, selection);
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Requirement(ifFalse, selection);
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}
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public object Branch(Flow flow)
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{
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return flow.GetValue(flow.GetValue<bool>(condition) ? ifTrue : ifFalse);
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}
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}
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}
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