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

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2024-05-06 14:45:45 -04:00
using UnityObject = UnityEngine.Object;
namespace Unity.VisualScripting
{
/// <summary>
/// Branches flow depending on whether the input is null.
/// </summary>
[UnitCategory("Nulls")]
[TypeIcon(typeof(Null))]
public sealed class NullCheck : Unit
{
/// <summary>
/// The input.
/// </summary>
[DoNotSerialize]
[PortLabelHidden]
public ValueInput input { get; private set; }
/// <summary>
/// The entry point for the null check.
/// </summary>
[DoNotSerialize]
[PortLabelHidden]
public ControlInput enter { get; private set; }
/// <summary>
/// The action to execute if the input is not null.
/// </summary>
[DoNotSerialize]
[PortLabel("Not Null")]
public ControlOutput ifNotNull { get; private set; }
/// <summary>
/// The action to execute if the input is null.
/// </summary>
[DoNotSerialize]
[PortLabel("Null")]
public ControlOutput ifNull { get; private set; }
protected override void Definition()
{
enter = ControlInput(nameof(enter), Enter);
input = ValueInput<object>(nameof(input)).AllowsNull();
ifNotNull = ControlOutput(nameof(ifNotNull));
ifNull = ControlOutput(nameof(ifNull));
Requirement(input, enter);
Succession(enter, ifNotNull);
Succession(enter, ifNull);
}
public ControlOutput Enter(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;
}
if (isNull)
{
return ifNull;
}
else
{
return ifNotNull;
}
}
}
}