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!
154 lines
3.8 KiB
C#
154 lines
3.8 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using UnityEngine;
|
|
|
|
namespace Unity.VisualScripting
|
|
{
|
|
public interface IUnit : IGraphElementWithDebugData
|
|
{
|
|
new FlowGraph graph { get; }
|
|
|
|
#region Definition
|
|
|
|
bool canDefine { get; }
|
|
|
|
bool isDefined { get; }
|
|
|
|
bool failedToDefine { get; }
|
|
|
|
Exception definitionException { get; }
|
|
|
|
void Define();
|
|
|
|
void EnsureDefined();
|
|
|
|
void RemoveUnconnectedInvalidPorts();
|
|
|
|
#endregion
|
|
|
|
#region Default Values
|
|
|
|
Dictionary<string, object> defaultValues { get; }
|
|
|
|
#endregion
|
|
|
|
#region Ports
|
|
|
|
IUnitPortCollection<ControlInput> controlInputs { get; }
|
|
|
|
IUnitPortCollection<ControlOutput> controlOutputs { get; }
|
|
|
|
IUnitPortCollection<ValueInput> valueInputs { get; }
|
|
|
|
IUnitPortCollection<ValueOutput> valueOutputs { get; }
|
|
|
|
IUnitPortCollection<InvalidInput> invalidInputs { get; }
|
|
|
|
IUnitPortCollection<InvalidOutput> invalidOutputs { get; }
|
|
|
|
IEnumerable<IUnitInputPort> inputs { get; }
|
|
|
|
IEnumerable<IUnitOutputPort> outputs { get; }
|
|
|
|
IEnumerable<IUnitInputPort> validInputs { get; }
|
|
|
|
IEnumerable<IUnitOutputPort> validOutputs { get; }
|
|
|
|
IEnumerable<IUnitPort> ports { get; }
|
|
|
|
IEnumerable<IUnitPort> invalidPorts { get; }
|
|
|
|
IEnumerable<IUnitPort> validPorts { get; }
|
|
|
|
void PortsChanged();
|
|
|
|
event Action onPortsChanged;
|
|
|
|
#endregion
|
|
|
|
#region Connections
|
|
|
|
IConnectionCollection<IUnitRelation, IUnitPort, IUnitPort> relations { get; }
|
|
|
|
IEnumerable<IUnitConnection> connections { get; }
|
|
|
|
#endregion
|
|
|
|
#region Analysis
|
|
|
|
bool isControlRoot { get; }
|
|
|
|
#endregion
|
|
|
|
#region Widget
|
|
|
|
Vector2 position { get; set; }
|
|
|
|
#endregion
|
|
}
|
|
|
|
public static class XUnit
|
|
{
|
|
public static ValueInput CompatibleValueInput(this IUnit unit, Type outputType)
|
|
{
|
|
Ensure.That(nameof(outputType)).IsNotNull(outputType);
|
|
|
|
return unit.valueInputs
|
|
.Where(valueInput => ConversionUtility.CanConvert(outputType, valueInput.type, false))
|
|
.OrderBy((valueInput) =>
|
|
{
|
|
var exactType = outputType == valueInput.type;
|
|
var free = !valueInput.hasValidConnection;
|
|
|
|
if (free && exactType)
|
|
{
|
|
return 1;
|
|
}
|
|
else if (free)
|
|
{
|
|
return 2;
|
|
}
|
|
else if (exactType)
|
|
{
|
|
return 3;
|
|
}
|
|
else
|
|
{
|
|
return 4;
|
|
}
|
|
}).FirstOrDefault();
|
|
}
|
|
|
|
public static ValueOutput CompatibleValueOutput(this IUnit unit, Type inputType)
|
|
{
|
|
Ensure.That(nameof(inputType)).IsNotNull(inputType);
|
|
|
|
return unit.valueOutputs
|
|
.Where(valueOutput => ConversionUtility.CanConvert(valueOutput.type, inputType, false))
|
|
.OrderBy((valueOutput) =>
|
|
{
|
|
var exactType = inputType == valueOutput.type;
|
|
var free = !valueOutput.hasValidConnection;
|
|
|
|
if (free && exactType)
|
|
{
|
|
return 1;
|
|
}
|
|
else if (free)
|
|
{
|
|
return 2;
|
|
}
|
|
else if (exactType)
|
|
{
|
|
return 3;
|
|
}
|
|
else
|
|
{
|
|
return 4;
|
|
}
|
|
}).FirstOrDefault();
|
|
}
|
|
}
|
|
}
|