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73 lines
1.9 KiB
C#

1 year ago
using System;
namespace Unity.VisualScripting
{
/// <summary>
/// Returns a constant value defined from the editor.
/// </summary>
[SpecialUnit]
public sealed class Literal : Unit
{
[Obsolete(Serialization.ConstructorWarning)]
public Literal() : base() { }
public Literal(Type type) : this(type, type.PseudoDefault()) { }
public Literal(Type type, object value) : base()
{
Ensure.That(nameof(type)).IsNotNull(type);
Ensure.That(nameof(value)).IsOfType(value, type);
this.type = type;
this.value = value;
}
// Shouldn't happen through normal use, but can happen
// if deserialization fails to find the type
// https://support.ludiq.io/communities/5/topics/1661-x
public override bool canDefine => type != null;
[SerializeAs(nameof(value))]
private object _value;
[Serialize]
public Type type { get; internal set; }
[DoNotSerialize]
public object value
{
get => _value;
set
{
Ensure.That(nameof(value)).IsOfType(value, type);
_value = value;
}
}
[DoNotSerialize]
[PortLabelHidden]
public ValueOutput output { get; private set; }
protected override void Definition()
{
output = ValueOutput(type, nameof(output), (flow) => value).Predictable();
}
#region Analytics
public override AnalyticsIdentifier GetAnalyticsIdentifier()
{
var aid = new AnalyticsIdentifier
{
Identifier = $"{GetType().FullName}({type.Name})",
Namespace = type.Namespace,
};
aid.Hashcode = aid.Identifier.GetHashCode();
return aid;
}
#endregion
}
}