9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
105 lines
3.1 KiB
C#
105 lines
3.1 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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namespace Unity.VisualScripting
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{
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public sealed class ValueOutput : UnitPort<ValueInput, IUnitInputPort, ValueConnection>, IUnitValuePort, IUnitOutputPort
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{
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public ValueOutput(string key, Type type, Func<Flow, object> getValue) : base(key)
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{
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Ensure.That(nameof(type)).IsNotNull(type);
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Ensure.That(nameof(getValue)).IsNotNull(getValue);
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this.type = type;
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this.getValue = getValue;
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}
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public ValueOutput(string key, Type type) : base(key)
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{
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Ensure.That(nameof(type)).IsNotNull(type);
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this.type = type;
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}
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internal readonly Func<Flow, object> getValue;
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internal Func<Flow, bool> canPredictValue;
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public bool supportsPrediction => canPredictValue != null;
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public bool supportsFetch => getValue != null;
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public Type type { get; }
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public override IEnumerable<ValueConnection> validConnections => unit?.graph?.valueConnections.WithSource(this) ?? Enumerable.Empty<ValueConnection>();
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public override IEnumerable<InvalidConnection> invalidConnections => unit?.graph?.invalidConnections.WithSource(this) ?? Enumerable.Empty<InvalidConnection>();
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public override IEnumerable<ValueInput> validConnectedPorts => validConnections.Select(c => c.destination);
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public override IEnumerable<IUnitInputPort> invalidConnectedPorts => invalidConnections.Select(c => c.destination);
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public override bool CanConnectToValid(ValueInput port)
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{
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var source = this;
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var destination = port;
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return source.type.IsConvertibleTo(destination.type, false);
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}
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public override void ConnectToValid(ValueInput port)
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{
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var source = this;
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var destination = port;
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destination.Disconnect();
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unit.graph.valueConnections.Add(new ValueConnection(source, destination));
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}
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public override void ConnectToInvalid(IUnitInputPort port)
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{
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ConnectInvalid(this, port);
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}
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public override void DisconnectFromValid(ValueInput port)
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{
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var connection = validConnections.SingleOrDefault(c => c.destination == port);
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if (connection != null)
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{
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unit.graph.valueConnections.Remove(connection);
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}
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}
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public override void DisconnectFromInvalid(IUnitInputPort port)
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{
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DisconnectInvalid(this, port);
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}
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public ValueOutput PredictableIf(Func<Flow, bool> condition)
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{
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Ensure.That(nameof(condition)).IsNotNull(condition);
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canPredictValue = condition;
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return this;
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}
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public ValueOutput Predictable()
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{
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canPredictValue = (flow) => true;
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return this;
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}
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public override IUnitPort CompatiblePort(IUnit unit)
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{
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if (unit == this.unit) return null;
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return unit.CompatibleValueInput(type);
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}
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}
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}
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