using System.Collections;
namespace Unity.VisualScripting
{
/// <summary>
/// Removes a dictionary item with a specified key.
/// </summary>
[UnitCategory("Collections/Dictionaries")]
[UnitSurtitle("Dictionary")]
[UnitShortTitle("Remove Item")]
[UnitOrder(3)]
public sealed class RemoveDictionaryItem : Unit
{
/// <summary>
/// The entry point for the node.
/// </summary>
[DoNotSerialize]
[PortLabelHidden]
public ControlInput enter { get; private set; }
/// <summary>
/// The dictionary.
/// </summary>
[DoNotSerialize]
[PortLabel("Dictionary")]
[PortLabelHidden]
public ValueInput dictionaryInput { get; private set; }
/// <summary>
/// The dictionary without the removed item.
/// Note that the input dictionary is modified directly and then returned.
/// </summary>
[DoNotSerialize]
[PortLabel("Dictionary")]
[PortLabelHidden]
public ValueOutput dictionaryOutput { get; private set; }
/// <summary>
/// The key of the item to remove.
/// </summary>
[DoNotSerialize]
public ValueInput key { get; private set; }
/// <summary>
/// The action to execute once the item has been removed.
/// </summary>
[DoNotSerialize]
[PortLabelHidden]
public ControlOutput exit { get; private set; }
protected override void Definition()
{
enter = ControlInput(nameof(enter), Remove);
dictionaryInput = ValueInput<IDictionary>(nameof(dictionaryInput));
dictionaryOutput = ValueOutput<IDictionary>(nameof(dictionaryOutput));
key = ValueInput<object>(nameof(key));
exit = ControlOutput(nameof(exit));
Requirement(dictionaryInput, enter);
Requirement(key, enter);
Assignment(enter, dictionaryOutput);
Succession(enter, exit);
}
public ControlOutput Remove(Flow flow)
{
var dictionary = flow.GetValue<IDictionary>(dictionaryInput);
var key = flow.GetValue<object>(this.key);
flow.SetValue(dictionaryOutput, dictionary);
dictionary.Remove(key);
return exit;
}
}
}