242 lines
7.4 KiB
C#
242 lines
7.4 KiB
C#
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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namespace Unity.VisualScripting
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{
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/// <summary>
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/// Represents a unit within a flow graph, defining its behavior, ports, connections, and visualization in the graph editor.
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/// </summary>
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public interface IUnit : IGraphElementWithDebugData
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{
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/// <summary>
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/// Gets the flow graph to which this unit belongs.
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/// </summary>
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new FlowGraph graph { get; }
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#region Definition
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/// <summary>
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/// Gets a value indicating whether this unit can be defined.
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/// </summary>
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bool canDefine { get; }
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/// <summary>
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/// Gets a value indicating whether this unit is currently defined.
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/// </summary>
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bool isDefined { get; }
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/// <summary>
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/// Gets a value indicating whether this unit failed to define.
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/// </summary>
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bool failedToDefine { get; }
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/// <summary>
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/// Gets the exception that occurred during the definition process, if the unit failed to define.
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/// </summary>
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Exception definitionException { get; }
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/// <summary>
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/// Defines this unit by setting up its ports, connections, and other requirements.
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/// </summary>
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void Define();
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/// <summary>
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/// Ensures that this unit is properly defined, invoking definition if necessary.
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/// </summary>
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void EnsureDefined();
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/// <summary>
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/// Removes any unconnected invalid ports from this unit.
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/// </summary>
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void RemoveUnconnectedInvalidPorts();
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#endregion
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#region Default Values
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/// <summary>
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/// Gets a dictionary of default values used by the unit.
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/// The keys represent port names, and the values represent their corresponding defaults.
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/// </summary>
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Dictionary<string, object> defaultValues { get; }
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#endregion
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#region Ports
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/// <summary>
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/// Gets the collection of control input ports for this unit.
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/// </summary>
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IUnitPortCollection<ControlInput> controlInputs { get; }
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/// <summary>
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/// Gets the collection of control output ports for this unit.
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/// </summary>
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IUnitPortCollection<ControlOutput> controlOutputs { get; }
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/// <summary>
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/// Gets the collection of value input ports for this unit.
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/// </summary>
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IUnitPortCollection<ValueInput> valueInputs { get; }
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/// <summary>
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/// Gets the collection of value output ports for this unit.
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/// </summary>
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IUnitPortCollection<ValueOutput> valueOutputs { get; }
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/// <summary>
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/// Gets the collection of invalid input ports for this unit, which represent connections with unresolved compatibility issues.
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/// </summary>
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IUnitPortCollection<InvalidInput> invalidInputs { get; }
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/// <summary>
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/// Gets the collection of invalid output ports for this unit, which represent connections with unresolved compatibility issues.
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/// </summary>
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IUnitPortCollection<InvalidOutput> invalidOutputs { get; }
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/// <summary>
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/// Gets all input ports (both valid and invalid) for this unit.
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/// </summary>
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IEnumerable<IUnitInputPort> inputs { get; }
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/// <summary>
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/// Gets all output ports (both valid and invalid) for this unit.
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/// </summary>
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IEnumerable<IUnitOutputPort> outputs { get; }
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/// <summary>
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/// Gets the valid input ports for this unit.
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/// </summary>
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IEnumerable<IUnitInputPort> validInputs { get; }
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/// <summary>
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/// Gets the valid output ports for this unit.
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/// </summary>
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IEnumerable<IUnitOutputPort> validOutputs { get; }
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/// <summary>
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/// Gets all ports (valid and invalid) for this unit.
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/// </summary>
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IEnumerable<IUnitPort> ports { get; }
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/// <summary>
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/// Gets the invalid ports for this unit.
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/// </summary>
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IEnumerable<IUnitPort> invalidPorts { get; }
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/// <summary>
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/// Gets the valid ports for this unit.
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/// </summary>
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IEnumerable<IUnitPort> validPorts { get; }
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/// <summary>
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/// Called to notify that ports in the unit have changed.
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/// </summary>
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void PortsChanged();
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/// <summary>
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/// Event triggered when ports in the unit have changed.
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/// </summary>
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event Action onPortsChanged;
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#endregion
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#region Connections
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/// <summary>
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/// Gets the collection of port-to-port relationships (or connections) in this unit.
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/// </summary>
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IConnectionCollection<IUnitRelation, IUnitPort, IUnitPort> relations { get; }
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/// <summary>
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/// Gets all connections associated with this unit.
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/// </summary>
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IEnumerable<IUnitConnection> connections { get; }
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#endregion
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#region Analysis
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/// <summary>
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/// Gets a value indicating whether this unit is the control root of its graph.
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/// </summary>
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bool isControlRoot { get; }
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#endregion
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#region Widget
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/// <summary>
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/// Gets or sets the position of this unit in the graph editor interface.
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/// </summary>
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Vector2 position { get; set; }
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#endregion
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}
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public static class XUnit
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{
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public static ValueInput CompatibleValueInput(this IUnit unit, Type outputType)
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{
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Ensure.That(nameof(outputType)).IsNotNull(outputType);
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return unit.valueInputs
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.Where(valueInput => ConversionUtility.CanConvert(outputType, valueInput.type, false))
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.OrderBy((valueInput) =>
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{
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var exactType = outputType == valueInput.type;
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var free = !valueInput.hasValidConnection;
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if (free && exactType)
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{
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return 1;
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}
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else if (free)
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{
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return 2;
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}
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else if (exactType)
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{
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return 3;
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}
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else
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{
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return 4;
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}
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}).FirstOrDefault();
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}
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public static ValueOutput CompatibleValueOutput(this IUnit unit, Type inputType)
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{
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Ensure.That(nameof(inputType)).IsNotNull(inputType);
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return unit.valueOutputs
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.Where(valueOutput => ConversionUtility.CanConvert(valueOutput.type, inputType, false))
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.OrderBy((valueOutput) =>
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{
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var exactType = inputType == valueOutput.type;
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var free = !valueOutput.hasValidConnection;
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if (free && exactType)
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{
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return 1;
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}
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else if (free)
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{
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return 2;
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}
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else if (exactType)
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{
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return 3;
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}
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else
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{
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return 4;
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}
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}).FirstOrDefault();
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}
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}
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}
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