File size: 1,847 Bytes
18a519f | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 | using System.Collections;
namespace Unity.VisualScripting
{
/// <summary>
/// Loops as long as a given condition is true.
/// </summary>
[UnitTitle("While Loop")]
[UnitCategory("Control")]
[UnitOrder(11)]
public class While : LoopUnit
{
/// <summary>
/// The condition to check at each iteration to determine whether the loop should continue.
/// </summary>
[DoNotSerialize]
[PortLabelHidden]
public ValueInput condition { get; private set; }
protected override void Definition()
{
base.Definition();
condition = ValueInput<bool>(nameof(condition));
Requirement(condition, enter);
}
private int Start(Flow flow)
{
return flow.EnterLoop();
}
private bool CanMoveNext(Flow flow)
{
return flow.GetValue<bool>(condition);
}
protected override ControlOutput Loop(Flow flow)
{
var loop = Start(flow);
var stack = flow.PreserveStack();
while (flow.LoopIsNotBroken(loop) && CanMoveNext(flow))
{
flow.Invoke(body);
flow.RestoreStack(stack);
}
flow.DisposePreservedStack(stack);
flow.ExitLoop(loop);
return exit;
}
protected override IEnumerator LoopCoroutine(Flow flow)
{
var loop = Start(flow);
var stack = flow.PreserveStack();
while (flow.LoopIsNotBroken(loop) && CanMoveNext(flow))
{
yield return body;
flow.RestoreStack(stack);
}
flow.DisposePreservedStack(stack);
flow.ExitLoop(loop);
yield return exit;
}
}
}
|