A game about forced loneliness, made by TACStudios
1using System.Collections.Generic; 2 3namespace Unity.VisualScripting 4{ 5 [TypeIcon(typeof(IBranchUnit))] 6 public abstract class SwitchUnit<T> : Unit, IBranchUnit 7 { 8 // Using L<KVP> instead of Dictionary to allow null key 9 [DoNotSerialize] 10 public List<KeyValuePair<T, ControlOutput>> branches { get; private set; } 11 12 [Inspectable, Serialize] 13 public List<T> options { get; set; } = new List<T>(); 14 15 /// <summary> 16 /// The entry point for the switch. 17 /// </summary> 18 [DoNotSerialize] 19 [PortLabelHidden] 20 public ControlInput enter { get; private set; } 21 22 /// <summary> 23 /// The value on which to switch. 24 /// </summary> 25 [DoNotSerialize] 26 [PortLabelHidden] 27 public ValueInput selector { get; private set; } 28 29 /// <summary> 30 /// The branch to take if the input value does not match any other option. 31 /// </summary> 32 [DoNotSerialize] 33 public ControlOutput @default { get; private set; } 34 35 public override bool canDefine => options != null; 36 37 protected override void Definition() 38 { 39 enter = ControlInput(nameof(enter), Enter); 40 41 selector = ValueInput<T>(nameof(selector)); 42 43 Requirement(selector, enter); 44 45 branches = new List<KeyValuePair<T, ControlOutput>>(); 46 47 foreach (var option in options) 48 { 49 var key = "%" + option; 50 51 if (!controlOutputs.Contains(key)) 52 { 53 var branch = ControlOutput(key); 54 branches.Add(new KeyValuePair<T, ControlOutput>(option, branch)); 55 Succession(enter, branch); 56 } 57 } 58 59 @default = ControlOutput(nameof(@default)); 60 Succession(enter, @default); 61 } 62 63 protected virtual bool Matches(T a, T b) 64 { 65 return Equals(a, b); 66 } 67 68 public ControlOutput Enter(Flow flow) 69 { 70 var selector = flow.GetValue<T>(this.selector); 71 72 foreach (var branch in branches) 73 { 74 if (Matches(branch.Key, selector)) 75 { 76 return branch.Value; 77 } 78 } 79 80 return @default; 81 } 82 } 83}