114 lines
3.4 KiB
C#
114 lines
3.4 KiB
C#
using System;
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using System.Collections.Generic;
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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 ControlOutput : UnitPort<ControlInput, IUnitInputPort, ControlConnection>, IUnitControlPort, IUnitOutputPort
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{
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public ControlOutput(string key) : base(key) { }
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public override IEnumerable<ControlConnection> validConnections => unit?.graph?.controlConnections.WithSource(this) ?? Enumerable.Empty<ControlConnection>();
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public override IEnumerable<InvalidConnection> invalidConnections => unit?.graph?.invalidConnections.WithSource(this) ?? Enumerable.Empty<InvalidConnection>();
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public override IEnumerable<ControlInput> validConnectedPorts => validConnections.Select(c => c.destination);
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public override IEnumerable<IUnitInputPort> invalidConnectedPorts => invalidConnections.Select(c => c.destination);
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public bool isPredictable
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{
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get
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{
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using (var recursion = Recursion.New(1))
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{
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return IsPredictable(recursion);
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}
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}
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}
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public bool IsPredictable(Recursion recursion)
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{
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if (unit.isControlRoot)
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{
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return true;
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}
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if (!recursion?.TryEnter(this) ?? false)
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{
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return false;
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}
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var isPredictable = unit.relations.WithDestination(this).Where(r => r.source is ControlInput).All(r => ((ControlInput)r.source).IsPredictable(recursion));
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recursion?.Exit(this);
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return isPredictable;
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}
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public bool couldBeEntered
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{
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get
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{
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if (!isPredictable)
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{
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throw new NotSupportedException();
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}
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if (unit.isControlRoot)
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{
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return true;
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}
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return unit.relations.WithDestination(this).Where(r => r.source is ControlInput).Any(r => ((ControlInput)r.source).couldBeEntered);
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}
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}
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public ControlConnection connection => unit.graph?.controlConnections.SingleOrDefaultWithSource(this);
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public override bool hasValidConnection => connection != null;
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public override bool CanConnectToValid(ControlInput port)
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{
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return true;
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}
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public override void ConnectToValid(ControlInput port)
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{
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var source = this;
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var destination = port;
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source.Disconnect();
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unit.graph.controlConnections.Add(new ControlConnection(source, destination));
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}
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public override void ConnectToInvalid(IUnitInputPort port)
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{
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ConnectInvalid(this, port);
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}
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public override void DisconnectFromValid(ControlInput port)
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{
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var connection = validConnections.SingleOrDefault(c => c.destination == port);
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if (connection != null)
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{
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unit.graph.controlConnections.Remove(connection);
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}
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}
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public override void DisconnectFromInvalid(IUnitInputPort port)
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{
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DisconnectInvalid(this, port);
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}
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public override IUnitPort CompatiblePort(IUnit unit)
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{
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if (unit == this.unit) return null;
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return unit.controlInputs.FirstOrDefault();
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}
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}
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}
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