69 lines
2.3 KiB
C#
69 lines
2.3 KiB
C#
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using System;
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using System.Linq;
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namespace Unity.VisualScripting
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{
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public sealed class InvalidConnection : UnitConnection<IUnitOutputPort, IUnitInputPort>, IUnitConnection
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{
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[Obsolete(Serialization.ConstructorWarning)]
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public InvalidConnection() : base() { }
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public InvalidConnection(IUnitOutputPort source, IUnitInputPort destination) : base(source, destination) { }
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public override void AfterRemove()
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{
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base.AfterRemove();
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source.unit.RemoveUnconnectedInvalidPorts();
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destination.unit.RemoveUnconnectedInvalidPorts();
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}
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#region Ports
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public override IUnitOutputPort source => sourceUnit.outputs.Single(p => p.key == sourceKey);
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public override IUnitInputPort destination => destinationUnit.inputs.Single(p => p.key == destinationKey);
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public IUnitOutputPort validSource => sourceUnit.validOutputs.Single(p => p.key == sourceKey);
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public IUnitInputPort validDestination => destinationUnit.validInputs.Single(p => p.key == destinationKey);
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#endregion
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#region Dependencies
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public override bool sourceExists => sourceUnit.outputs.Any(p => p.key == sourceKey);
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public override bool destinationExists => destinationUnit.inputs.Any(p => p.key == destinationKey);
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public bool validSourceExists => sourceUnit.validOutputs.Any(p => p.key == sourceKey);
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public bool validDestinationExists => destinationUnit.validInputs.Any(p => p.key == destinationKey);
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public override bool HandleDependencies()
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{
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// Replace the invalid connection with a valid connection if it can be created instead.
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if (validSourceExists && validDestinationExists && validSource.CanValidlyConnectTo(validDestination))
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{
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validSource.ValidlyConnectTo(validDestination);
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return false;
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}
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// Add the invalid ports to the nodes if need be
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if (!sourceExists)
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{
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sourceUnit.invalidOutputs.Add(new InvalidOutput(sourceKey));
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}
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if (!destinationExists)
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{
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destinationUnit.invalidInputs.Add(new InvalidInput(destinationKey));
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}
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return true;
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}
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#endregion
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}
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}
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