Singularity/Library/PackageCache/com.unity.visualscripting@1.../Runtime/VisualScripting.Flow/Framework/Control/Once.cs

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2024-05-06 14:45:45 -04:00
namespace Unity.VisualScripting
{
/// <summary>
/// Executes an action only once, and a different action afterwards.
/// </summary>
[UnitCategory("Control")]
[UnitOrder(14)]
public sealed class Once : Unit, IGraphElementWithData
{
public sealed class Data : IGraphElementData
{
public bool executed;
}
/// <summary>
/// The entry point for the action.
/// </summary>
[DoNotSerialize]
[PortLabelHidden]
public ControlInput enter { get; private set; }
/// <summary>
/// Trigger to reset the once check.
/// </summary>
[DoNotSerialize]
public ControlInput reset { get; private set; }
/// <summary>
/// The action to execute the first time the node is entered.
/// </summary>
[DoNotSerialize]
public ControlOutput once { get; private set; }
/// <summary>
/// The action to execute subsequently.
/// </summary>
[DoNotSerialize]
public ControlOutput after { get; private set; }
protected override void Definition()
{
enter = ControlInput(nameof(enter), Enter);
reset = ControlInput(nameof(reset), Reset);
once = ControlOutput(nameof(once));
after = ControlOutput(nameof(after));
Succession(enter, once);
Succession(enter, after);
}
public IGraphElementData CreateData()
{
return new Data();
}
public ControlOutput Enter(Flow flow)
{
var data = flow.stack.GetElementData<Data>(this);
if (!data.executed)
{
data.executed = true;
return once;
}
else
{
return after;
}
}
public ControlOutput Reset(Flow flow)
{
flow.stack.GetElementData<Data>(this).executed = false;
return null;
}
}
}