using System.Collections;
namespace Unity.VisualScripting
{
/// <summary>
/// Sets the value of a dictionary item with the specified key.
/// </summary>
[UnitCategory("Collections/Dictionaries")]
[UnitSurtitle("Dictionary")]
[UnitShortTitle("Set Item")]
[UnitOrder(1)]
[TypeIcon(typeof(IDictionary))]
public sealed class SetDictionaryItem : Unit
{
/// <summary>
/// The entry point for the node.
/// </summary>
[DoNotSerialize]
[PortLabelHidden]
public ControlInput enter { get; private set; }
/// <summary>
/// The dictionary.
/// </summary>
[DoNotSerialize]
[PortLabelHidden]
public ValueInput dictionary { get; private set; }
/// <summary>
/// The key of the item to set.
/// </summary>
[DoNotSerialize]
public ValueInput key { get; private set; }
/// <summary>
/// The value to assign to the item.
/// </summary>
[DoNotSerialize]
public ValueInput value { get; private set; }
/// <summary>
/// The action to execute once the item has been assigned.
/// </summary>
[DoNotSerialize]
[PortLabelHidden]
public ControlOutput exit { get; private set; }
protected override void Definition()
{
enter = ControlInput(nameof(enter), Set);
dictionary = ValueInput<IDictionary>(nameof(dictionary));
key = ValueInput<object>(nameof(key));
value = ValueInput<object>(nameof(value));
exit = ControlOutput(nameof(exit));
Requirement(dictionary, enter);
Requirement(key, enter);
Requirement(value, enter);
Succession(enter, exit);
}
public ControlOutput Set(Flow flow)
{
var dictionary = flow.GetValue<IDictionary>(this.dictionary);
var key = flow.GetValue<object>(this.key);
var value = flow.GetValue<object>(this.value);
dictionary[key] = value;
return exit;
}
}
}