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56 lines
1.7 KiB
C#

1 year ago
using System;
namespace Unity.VisualScripting
{
public sealed class ValueConnection : UnitConnection<ValueOutput, ValueInput>, IUnitConnection
{
public class DebugData : UnitConnectionDebugData
{
public object lastValue { get; set; }
public bool assignedLastValue { get; set; }
}
public override IGraphElementDebugData CreateDebugData()
{
return new DebugData();
}
[Obsolete(Serialization.ConstructorWarning)]
public ValueConnection() : base() { }
public ValueConnection(ValueOutput source, ValueInput destination) : base(source, destination)
{
if (destination.hasValidConnection)
{
throw new InvalidConnectionException("Value input ports do not support multiple connections.");
}
if (!source.type.IsConvertibleTo(destination.type, false))
{
throw new InvalidConnectionException($"Cannot convert from '{source.type}' to '{destination.type}'.");
}
}
#region Ports
public override ValueOutput source => sourceUnit.valueOutputs[sourceKey];
public override ValueInput destination => destinationUnit.valueInputs[destinationKey];
IUnitOutputPort IConnection<IUnitOutputPort, IUnitInputPort>.source => source;
IUnitInputPort IConnection<IUnitOutputPort, IUnitInputPort>.destination => destination;
#endregion
#region Dependencies
public override bool sourceExists => sourceUnit.valueOutputs.Contains(sourceKey);
public override bool destinationExists => destinationUnit.valueInputs.Contains(destinationKey);
#endregion
}
}