Firstborn/Library/PackageCache/com.unity.visualscripting@1.../Runtime/VisualScripting.Flow/Ports/ValueInput.cs
Schaken-Mods 9092858a58 updated to the latest editor
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!
2023-05-07 17:43:11 -05:00

162 lines
4.6 KiB
C#

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