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Unity-Project-RTU
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Library/PackageCache/com.unity.visualscripting@1.9.4/Runtime/VisualScripting.Flow/Framework/Control/If.cs
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03 окт 2024, 22:20
03 окт 2024, 22:20
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namespace Unity.VisualScripting { /// <summary> /// Branches flow by checking if a condition is true or false. /// </summary> [UnitCategory("Control")] [UnitOrder(0)] [RenamedFrom("Bolt.Branch")] [RenamedFrom("Unity.VisualScripting.Branch")] public sealed class If : Unit, IBranchUnit { /// <summary> /// The entry point for the branch. /// </summary> [DoNotSerialize] [PortLabelHidden] public ControlInput enter { get; private set; } /// <summary> /// The condition to check. /// </summary> [DoNotSerialize] [PortLabelHidden] public ValueInput condition { get; private set; } /// <summary> /// The action to execute if the condition is true. /// </summary> [DoNotSerialize] [PortLabel("True")] public ControlOutput ifTrue { get; private set; } /// <summary> /// The action to execute if the condition is false. /// </summary> [DoNotSerialize] [PortLabel("False")] public ControlOutput ifFalse { get; private set; } protected override void Definition() { enter = ControlInput(nameof(enter), Enter); condition = ValueInput<bool>(nameof(condition)); ifTrue = ControlOutput(nameof(ifTrue)); ifFalse = ControlOutput(nameof(ifFalse)); Requirement(condition, enter); Succession(enter, ifTrue); Succession(enter, ifFalse); } public ControlOutput Enter(Flow flow) { return flow.GetValue<bool>(condition) ? ifTrue : ifFalse; } } }