Singularity/Library/PackageCache/com.unity.visualscripting@1.../Runtime/VisualScripting.Flow/Framework/Nulls/NullCoalesce.cs

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2024-05-06 14:45:45 -04:00
using UnityObject = UnityEngine.Object;
namespace Unity.VisualScripting
{
/// <summary>
/// Provides a fallback value if the input value is null.
/// </summary>
[UnitCategory("Nulls")]
[TypeIcon(typeof(Null))]
public sealed class NullCoalesce : Unit
{
/// <summary>
/// The value.
/// </summary>
[DoNotSerialize]
public ValueInput input { get; private set; }
/// <summary>
/// The fallback to use if the value is null.
/// </summary>
[DoNotSerialize]
public ValueInput fallback { get; private set; }
/// <summary>
/// The returned value.
/// </summary>
[DoNotSerialize]
[PortLabelHidden]
public ValueOutput result { get; private set; }
protected override void Definition()
{
input = ValueInput<object>(nameof(input)).AllowsNull();
fallback = ValueInput<object>(nameof(fallback));
result = ValueOutput(nameof(result), Coalesce).Predictable();
Requirement(input, result);
Requirement(fallback, result);
}
public object Coalesce(Flow flow)
{
var input = flow.GetValue(this.input);
bool isNull;
if (input is UnityObject)
{
// Required cast because of Unity's custom == operator.
// ReSharper disable once ConditionIsAlwaysTrueOrFalse
isNull = (UnityObject)input == null;
}
else
{
isNull = input == null;
}
return isNull ? flow.GetValue(fallback) : input;
}
}
}