using System.Collections.Generic;
namespace Unity.VisualScripting
{
[TypeIcon(typeof(ISelectUnit))]
public abstract class SelectUnit<T> : Unit, ISelectUnit
{
// Using L<KVP> instead of Dictionary to allow null key
[DoNotSerialize]
public List<KeyValuePair<T, ValueInput>> branches { get; private set; }
[Inspectable, Serialize]
public List<T> options { get; set; } = new List<T>();
/// <summary>
/// The value on which to select.
/// </summary>
[DoNotSerialize]
[PortLabelHidden]
public ValueInput selector { get; private set; }
/// <summary>
/// The output value to return if the selector doesn't match any other option.
/// </summary>
[DoNotSerialize]
public ValueInput @default { get; private set; }
/// <summary>
/// The selected value.
/// </summary>
[DoNotSerialize]
[PortLabelHidden]
public ValueOutput selection { get; private set; }
public override bool canDefine => options != null;
protected override void Definition()
{
selection = ValueOutput(nameof(selection), Result).Predictable();
selector = ValueInput<T>(nameof(selector));
Requirement(selector, selection);
branches = new List<KeyValuePair<T, ValueInput>>();
foreach (var option in options)
{
var key = "%" + option;
if (!valueInputs.Contains(key))
{
var branch = ValueInput<object>(key).AllowsNull();
branches.Add(new KeyValuePair<T, ValueInput>(option, branch));
Requirement(branch, selection);
}
}
@default = ValueInput<object>(nameof(@default));
Requirement(@default, selection);
}
protected virtual bool Matches(T a, T b)
{
return Equals(a, b);
}
public object Result(Flow flow)
{
var selector = flow.GetValue<T>(this.selector);
foreach (var branch in branches)
{
if (Matches(branch.Key, selector))
{
return flow.GetValue(branch.Value);
}
}
return flow.GetValue(@default);
}
}
}