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!
88 lines
2.2 KiB
C#
88 lines
2.2 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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public interface IUnitOption : IFuzzyOption
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{
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IUnit unit { get; }
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IUnit InstantiateUnit();
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void PreconfigureUnit(IUnit unit);
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HashSet<string> sourceScriptGuids { get; }
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int order { get; }
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UnitCategory category { get; }
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string favoriteKey { get; }
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bool favoritable { get; }
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Type unitType { get; }
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#region Serialization
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void Deserialize(UnitOptionRow row);
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UnitOptionRow Serialize();
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#endregion
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#region Filtering
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int controlInputCount { get; }
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int controlOutputCount { get; }
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HashSet<Type> valueInputTypes { get; }
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HashSet<Type> valueOutputTypes { get; }
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#endregion
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#region Search
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string haystack { get; }
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string formerHaystack { get; }
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string SearchResultLabel(string query);
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#endregion
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}
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public static class XUnitOption
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{
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public static bool UnitIs(this IUnitOption option, Type type)
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{
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return type.IsAssignableFrom(option.unitType);
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}
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public static bool UnitIs<T>(this IUnitOption option)
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{
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return option.UnitIs(typeof(T));
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}
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public static bool HasCompatibleValueInput(this IUnitOption option, Type outputType)
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{
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Ensure.That(nameof(outputType)).IsNotNull(outputType);
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foreach (var valueInputType in option.valueInputTypes)
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{
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if (ConversionUtility.CanConvert(outputType, valueInputType, false))
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{
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return true;
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}
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}
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return false;
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}
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public static bool HasCompatibleValueOutput(this IUnitOption option, Type inputType)
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{
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Ensure.That(nameof(inputType)).IsNotNull(inputType);
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foreach (var valueOutputType in option.valueOutputTypes)
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{
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if (ConversionUtility.CanConvert(valueOutputType, inputType, false))
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{
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return true;
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}
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}
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return false;
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}
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}
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}
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