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SelectOnEnum.cs 2.1KB

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  1. using System;
  2. using System.Collections.Generic;
  3. namespace Unity.VisualScripting
  4. {
  5. /// <summary>
  6. /// Selects a value from a set by switching over an enum.
  7. /// </summary>
  8. [UnitCategory("Control")]
  9. [UnitTitle("Select On Enum")]
  10. [UnitShortTitle("Select")]
  11. [UnitSubtitle("On Enum")]
  12. [UnitOrder(7)]
  13. [TypeIcon(typeof(ISelectUnit))]
  14. public sealed class SelectOnEnum : Unit, ISelectUnit
  15. {
  16. [DoNotSerialize]
  17. public Dictionary<object, ValueInput> branches { get; private set; }
  18. /// <summary>
  19. /// The value on which to select.
  20. /// </summary>
  21. [DoNotSerialize]
  22. [PortLabelHidden]
  23. public ValueInput selector { get; private set; }
  24. /// <summary>
  25. /// The selected value.
  26. /// </summary>
  27. [DoNotSerialize]
  28. [PortLabelHidden]
  29. public ValueOutput selection { get; private set; }
  30. [Serialize]
  31. [Inspectable, UnitHeaderInspectable]
  32. [TypeFilter(Enums = true, Classes = false, Interfaces = false, Structs = false, Primitives = false)]
  33. public Type enumType { get; set; }
  34. public override bool canDefine => enumType != null && enumType.IsEnum;
  35. protected override void Definition()
  36. {
  37. branches = new Dictionary<object, ValueInput>();
  38. selection = ValueOutput(nameof(selection), Branch).Predictable();
  39. selector = ValueInput(enumType, nameof(selector));
  40. Requirement(selector, selection);
  41. foreach (var valueByName in EnumUtility.ValuesByNames(enumType))
  42. {
  43. var enumValue = valueByName.Value;
  44. if (branches.ContainsKey(enumValue))
  45. continue;
  46. var branch = ValueInput<object>("%" + valueByName.Key).AllowsNull();
  47. branches.Add(enumValue, branch);
  48. Requirement(branch, selection);
  49. }
  50. }
  51. public object Branch(Flow flow)
  52. {
  53. var selector = flow.GetValue(this.selector, enumType);
  54. return flow.GetValue(branches[selector]);
  55. }
  56. }
  57. }