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!
162 lines
4.6 KiB
C#
162 lines
4.6 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using UnityObject = UnityEngine.Object;
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namespace Unity.VisualScripting
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{
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public sealed class ValueInput : UnitPort<ValueOutput, IUnitOutputPort, ValueConnection>, IUnitValuePort, IUnitInputPort
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{
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public ValueInput(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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public Type type { get; }
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public bool hasDefaultValue => unit.defaultValues.ContainsKey(key);
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public override IEnumerable<ValueConnection> validConnections => unit?.graph?.valueConnections.WithDestination(this) ?? Enumerable.Empty<ValueConnection>();
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public override IEnumerable<InvalidConnection> invalidConnections => unit?.graph?.invalidConnections.WithDestination(this) ?? Enumerable.Empty<InvalidConnection>();
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public override IEnumerable<ValueOutput> validConnectedPorts => validConnections.Select(c => c.source);
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public override IEnumerable<IUnitOutputPort> invalidConnectedPorts => invalidConnections.Select(c => c.source);
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// Use for inspector metadata
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[DoNotSerialize]
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internal object _defaultValue
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{
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get
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{
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return unit.defaultValues[key];
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}
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set
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{
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unit.defaultValues[key] = value;
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}
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}
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public bool nullMeansSelf { get; private set; }
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public bool allowsNull { get; private set; }
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public ValueConnection connection => unit.graph?.valueConnections.SingleOrDefaultWithDestination(this);
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public override bool hasValidConnection => connection != null;
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public void SetDefaultValue(object value)
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{
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Ensure.That(nameof(value)).IsOfType(value, type);
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if (!SupportsDefaultValue(type))
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{
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return;
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}
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if (unit.defaultValues.ContainsKey(key))
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{
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unit.defaultValues[key] = value;
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}
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else
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{
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unit.defaultValues.Add(key, value);
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}
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}
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public override bool CanConnectToValid(ValueOutput port)
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{
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var source = port;
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var destination = this;
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return source.type.IsConvertibleTo(destination.type, false);
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}
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public override void ConnectToValid(ValueOutput port)
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{
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var source = port;
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var destination = this;
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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(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(ValueOutput 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.valueConnections.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 ValueInput NullMeansSelf()
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{
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if (ComponentHolderProtocol.IsComponentHolderType(type))
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{
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nullMeansSelf = true;
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}
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return this;
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}
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public ValueInput AllowsNull()
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{
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if (type.IsNullable())
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{
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allowsNull = true;
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}
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return this;
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}
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private static readonly HashSet<Type> typesWithDefaultValues = new HashSet<Type>()
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{
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typeof(Vector2),
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typeof(Vector3),
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typeof(Vector4),
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typeof(Color),
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typeof(AnimationCurve),
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typeof(Rect),
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typeof(Ray),
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typeof(Ray2D),
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typeof(Type),
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#if PACKAGE_INPUT_SYSTEM_EXISTS
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typeof(UnityEngine.InputSystem.InputAction),
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#endif
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};
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public static bool SupportsDefaultValue(Type type)
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{
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return
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typesWithDefaultValues.Contains(type) ||
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typesWithDefaultValues.Contains(Nullable.GetUnderlyingType(type)) ||
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type.IsBasic() ||
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typeof(UnityObject).IsAssignableFrom(type);
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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.CompatibleValueOutput(type);
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}
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}
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}
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