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!
140 lines
4.1 KiB
C#
140 lines
4.1 KiB
C#
using System;
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using System.Collections;
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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 ControlInput : UnitPort<ControlOutput, IUnitOutputPort, ControlConnection>, IUnitControlPort, IUnitInputPort
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{
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public ControlInput(string key, Func<Flow, ControlOutput> action) : base(key)
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{
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Ensure.That(nameof(action)).IsNotNull(action);
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this.action = action;
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}
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public ControlInput(string key, Func<Flow, IEnumerator> coroutineAction) : base(key)
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{
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Ensure.That(nameof(coroutineAction)).IsNotNull(coroutineAction);
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this.coroutineAction = coroutineAction;
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}
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public ControlInput(string key, Func<Flow, ControlOutput> action, Func<Flow, IEnumerator> coroutineAction) : base(key)
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{
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Ensure.That(nameof(action)).IsNotNull(action);
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Ensure.That(nameof(coroutineAction)).IsNotNull(coroutineAction);
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this.action = action;
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this.coroutineAction = coroutineAction;
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}
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public bool supportsCoroutine => coroutineAction != null;
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public bool requiresCoroutine => action == null;
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internal readonly Func<Flow, ControlOutput> action;
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internal readonly Func<Flow, IEnumerator> coroutineAction;
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public override IEnumerable<ControlConnection> validConnections => unit?.graph?.controlConnections.WithDestination(this) ?? Enumerable.Empty<ControlConnection>();
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public override IEnumerable<InvalidConnection> invalidConnections => unit?.graph?.invalidConnections.WithDestination(this) ?? Enumerable.Empty<InvalidConnection>();
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public override IEnumerable<ControlOutput> validConnectedPorts => validConnections.Select(c => c.source);
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public override IEnumerable<IUnitOutputPort> invalidConnectedPorts => invalidConnections.Select(c => c.source);
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public bool isPredictable
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{
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get
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{
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using (var recursion = Recursion.New(1))
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{
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return IsPredictable(recursion);
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}
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}
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}
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public bool IsPredictable(Recursion recursion)
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{
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if (!hasValidConnection)
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{
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return true;
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}
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if (!recursion?.TryEnter(this) ?? false)
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{
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return false;
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}
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var isPredictable = validConnectedPorts.All(cop => cop.IsPredictable(recursion));
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recursion?.Exit(this);
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return isPredictable;
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}
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public bool couldBeEntered
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{
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get
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{
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if (!isPredictable)
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{
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throw new NotSupportedException();
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}
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if (!hasValidConnection)
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{
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return false;
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}
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return validConnectedPorts.Any(cop => cop.couldBeEntered);
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}
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}
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public override bool CanConnectToValid(ControlOutput port)
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{
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return true;
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}
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public override void ConnectToValid(ControlOutput port)
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{
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var source = port;
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var destination = this;
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source.Disconnect();
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unit.graph.controlConnections.Add(new ControlConnection(source, destination));
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}
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public override void ConnectToInvalid(IUnitOutputPort port)
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{
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ConnectInvalid(port, this);
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}
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public override void DisconnectFromValid(ControlOutput port)
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{
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var connection = validConnections.SingleOrDefault(c => c.source == port);
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if (connection != null)
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{
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unit.graph.controlConnections.Remove(connection);
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}
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}
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public override void DisconnectFromInvalid(IUnitOutputPort port)
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{
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DisconnectInvalid(port, 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.controlOutputs.FirstOrDefault();
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}
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}
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}
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