first commit

This commit is contained in:
SimonSayeBabu
2025-01-17 13:10:20 +01:00
commit bd1057cec0
16967 changed files with 1048699 additions and 0 deletions

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using System.ComponentModel;
using UnityEngine;
using UnityObject = UnityEngine.Object;
namespace Unity.VisualScripting
{
#if MODULE_ANIMATION_EXISTS
/// <summary>
/// Called when an animation event points to TriggerAnimationEvent.
/// </summary>
[UnitCategory("Events/Animation")]
[UnitShortTitle("Animation Event")]
[UnitTitle("Animation Event")]
[TypeIcon(typeof(AnimationClip))]
[DisplayName("Visual Scripting Animation Event")]
public sealed class BoltAnimationEvent : MachineEventUnit<AnimationEvent>
{
protected override string hookName => EventHooks.AnimationEvent;
/// <summary>
/// The string parameter passed to the event.
/// </summary>
[DoNotSerialize]
[PortLabel("String")]
public ValueOutput stringParameter { get; private set; }
/// <summary>
/// The float parameter passed to the event.
/// </summary>
[DoNotSerialize]
[PortLabel("Float")]
public ValueOutput floatParameter { get; private set; }
/// <summary>
/// The integer parameter passed to the function.
/// </summary>
[DoNotSerialize]
[PortLabel("Integer")]
public ValueOutput intParameter { get; private set; }
/// <summary>
/// The Unity object parameter passed to the function.
/// </summary>
[DoNotSerialize]
[PortLabel("Object")]
public ValueOutput objectReferenceParameter { get; private set; }
protected override void Definition()
{
base.Definition();
stringParameter = ValueOutput<string>(nameof(stringParameter));
floatParameter = ValueOutput<float>(nameof(floatParameter));
intParameter = ValueOutput<int>(nameof(intParameter));
objectReferenceParameter = ValueOutput<UnityObject>(nameof(objectReferenceParameter));
}
protected override void AssignArguments(Flow flow, AnimationEvent args)
{
flow.SetValue(stringParameter, args.stringParameter);
flow.SetValue(floatParameter, args.floatParameter);
flow.SetValue(intParameter, args.intParameter);
flow.SetValue(objectReferenceParameter, args.objectReferenceParameter);
}
}
#endif
}

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using System.ComponentModel;
using UnityEngine;
namespace Unity.VisualScripting
{
#if MODULE_ANIMATION_EXISTS
/// <summary>
/// Called when an animation event points to TriggerAnimationEvent.
/// This version allows you to use the string parameter as the event name.
/// </summary>
[UnitCategory("Events/Animation")]
[UnitShortTitle("Animation Event")]
[UnitTitle("Named Animation Event")]
[TypeIcon(typeof(AnimationClip))]
[DisplayName("Visual Scripting Named Animation Event")]
public sealed class BoltNamedAnimationEvent : MachineEventUnit<AnimationEvent>
{
protected override string hookName => EventHooks.AnimationEvent;
/// <summary>
/// The name of the event. The event will only trigger if this value
/// is equal to the string parameter passed in the animation event.
/// </summary>
[DoNotSerialize]
[PortLabelHidden]
public ValueInput name { get; private set; }
/// <summary>
/// The float parameter passed to the event.
/// </summary>
[DoNotSerialize]
[PortLabel("Float")]
public ValueOutput floatParameter { get; private set; }
/// <summary>
/// The integer parameter passed to the function.
/// </summary>
[DoNotSerialize]
[PortLabel("Integer")]
public ValueOutput intParameter { get; private set; }
/// <summary>
/// The Unity object parameter passed to the function.
/// </summary>
[DoNotSerialize]
[PortLabel("Object")]
public ValueOutput objectReferenceParameter { get; private set; }
protected override void Definition()
{
base.Definition();
name = ValueInput(nameof(name), string.Empty);
floatParameter = ValueOutput<float>(nameof(floatParameter));
intParameter = ValueOutput<int>(nameof(intParameter));
objectReferenceParameter = ValueOutput<GameObject>(nameof(objectReferenceParameter));
}
protected override bool ShouldTrigger(Flow flow, AnimationEvent animationEvent)
{
return CompareNames(flow, name, animationEvent.stringParameter);
}
protected override void AssignArguments(Flow flow, AnimationEvent animationEvent)
{
flow.SetValue(floatParameter, animationEvent.floatParameter);
flow.SetValue(intParameter, animationEvent.intParameter);
flow.SetValue(objectReferenceParameter, animationEvent.objectReferenceParameter);
}
}
#endif
}

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using System;
namespace Unity.VisualScripting
{
/// <summary>
/// Called by the Animator Component immediately before it updates its internal IK system.
/// This callback can be used to set the positions of the IK goals and their respective weights.
/// </summary>
[UnitCategory("Events/Animation")]
public sealed class OnAnimatorIK : GameObjectEventUnit<int>
{
public override Type MessageListenerType => typeof(AnimatorMessageListener);
protected override string hookName => EventHooks.OnAnimatorIK;
/// <summary>
/// The index of the layer on which the IK solver is called.
/// </summary>
[DoNotSerialize]
public ValueOutput layerIndex { get; private set; }
protected override void Definition()
{
base.Definition();
layerIndex = ValueOutput<int>(nameof(layerIndex));
}
protected override void AssignArguments(Flow flow, int layerIndex)
{
flow.SetValue(this.layerIndex, layerIndex);
}
}
}

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using System;
namespace Unity.VisualScripting
{
/// <summary>
/// Called at each frame after the state machines and the animations have been evaluated, but before On Animator IK.
/// This callback can be used for processing animation movements for modifying root motion.
/// </summary>
[UnitCategory("Events/Animation")]
public sealed class OnAnimatorMove : GameObjectEventUnit<EmptyEventArgs>
{
public override Type MessageListenerType => typeof(AnimatorMessageListener);
protected override string hookName => EventHooks.OnAnimatorMove;
}
}

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namespace Unity.VisualScripting
{
/// <summary>
/// Called when the application gains focus.
/// </summary>
[UnitCategory("Events/Application")]
public sealed class OnApplicationFocus : GlobalEventUnit<EmptyEventArgs>
{
protected override string hookName => EventHooks.OnApplicationFocus;
}
}

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namespace Unity.VisualScripting
{
/// <summary>
/// Called when the application loses focus.
/// </summary>
[UnitCategory("Events/Application")]
public sealed class OnApplicationLostFocus : GlobalEventUnit<EmptyEventArgs>
{
protected override string hookName => EventHooks.OnApplicationLostFocus;
}
}

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namespace Unity.VisualScripting
{
/// <summary>
/// Called when the application pauses.
/// </summary>
[UnitCategory("Events/Application")]
public sealed class OnApplicationPause : GlobalEventUnit<EmptyEventArgs>
{
protected override string hookName => EventHooks.OnApplicationPause;
}
}

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namespace Unity.VisualScripting
{
/// <summary>
/// Called when the application quits.
/// </summary>
[UnitCategory("Events/Application")]
public sealed class OnApplicationQuit : GlobalEventUnit<EmptyEventArgs>
{
protected override string hookName => EventHooks.OnApplicationQuit;
}
}

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namespace Unity.VisualScripting
{
/// <summary>
/// Called when the application resumes.
/// </summary>
[UnitCategory("Events/Application")]
public sealed class OnApplicationResume : GlobalEventUnit<EmptyEventArgs>
{
protected override string hookName => EventHooks.OnApplicationResume;
}
}

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using System.ComponentModel;
namespace Unity.VisualScripting
{
/// <summary>
/// Called when a UnityEvent points to TriggerUnityEvent.
/// </summary>
[UnitCategory("Events")]
[UnitTitle("UnityEvent")]
[UnitOrder(2)]
[DisplayName("Visual Scripting Unity Event")]
public sealed class BoltUnityEvent : MachineEventUnit<string>
{
protected override string hookName => EventHooks.UnityEvent;
/// <summary>
/// The name of the event. The event will only trigger if this value
/// is equal to the string parameter passed in the UnityEvent.
/// </summary>
[DoNotSerialize]
[PortLabelHidden]
public ValueInput name { get; private set; }
protected override void Definition()
{
base.Definition();
name = ValueInput(nameof(name), string.Empty);
}
protected override bool ShouldTrigger(Flow flow, string name)
{
return CompareNames(flow, this.name, name);
}
}
}

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using System;
using System.Collections.Generic;
using UnityEngine;
namespace Unity.VisualScripting
{
/// <summary>
/// A special named event with any amount of parameters called manually with the 'Trigger Custom Event' unit.
/// </summary>
[UnitCategory("Events")]
[UnitOrder(0)]
public sealed class CustomEvent : GameObjectEventUnit<CustomEventArgs>
{
public override Type MessageListenerType => null;
protected override string hookName => EventHooks.Custom;
[SerializeAs(nameof(argumentCount))]
private int _argumentCount;
[DoNotSerialize]
[Inspectable, UnitHeaderInspectable("Arguments")]
public int argumentCount
{
get => _argumentCount;
set => _argumentCount = Mathf.Clamp(value, 0, 10);
}
/// <summary>
/// The name of the event.
/// </summary>
[DoNotSerialize]
[PortLabelHidden]
public ValueInput name { get; private set; }
[DoNotSerialize]
public List<ValueOutput> argumentPorts { get; } = new List<ValueOutput>();
protected override void Definition()
{
base.Definition();
name = ValueInput(nameof(name), string.Empty);
argumentPorts.Clear();
for (var i = 0; i < argumentCount; i++)
{
argumentPorts.Add(ValueOutput<object>("argument_" + i));
}
}
protected override bool ShouldTrigger(Flow flow, CustomEventArgs args)
{
return CompareNames(flow, name, args.name);
}
protected override void AssignArguments(Flow flow, CustomEventArgs args)
{
for (var i = 0; i < argumentCount; i++)
{
flow.SetValue(argumentPorts[i], args.arguments[i]);
}
}
public static void Trigger(GameObject target, string name, params object[] args)
{
EventBus.Trigger(EventHooks.Custom, target, new CustomEventArgs(name, args));
}
}
}

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namespace Unity.VisualScripting
{
public struct CustomEventArgs
{
public readonly string name;
public readonly object[] arguments;
public CustomEventArgs(string name, params object[] arguments)
{
this.name = name;
this.arguments = arguments;
}
}
}

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namespace Unity.VisualScripting
{
/// <summary>
/// Use to draw gizmos that are always drawn in the editor.
/// </summary>
[UnitCategory("Events/Editor")]
public sealed class OnDrawGizmos : ManualEventUnit<EmptyEventArgs>
{
protected override string hookName => EventHooks.OnDrawGizmos;
}
}

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namespace Unity.VisualScripting
{
/// <summary>
/// Use to draw gizmos that are drawn in the editor when the object is selected.
/// </summary>
[UnitCategory("Events/Editor")]
public sealed class OnDrawGizmosSelected : ManualEventUnit<EmptyEventArgs>
{
protected override string hookName => EventHooks.OnDrawGizmosSelected;
}
}

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using System;
using System.Collections.Generic;
using UnityEngine;
namespace Unity.VisualScripting
{
[SerializationVersion("A")]
[SpecialUnit]
public abstract class EventUnit<TArgs> : Unit, IEventUnit, IGraphElementWithData, IGraphEventHandler<TArgs>
{
public class Data : IGraphElementData
{
public EventHook hook;
public Delegate handler;
public bool isListening;
public HashSet<Flow> activeCoroutines = new HashSet<Flow>();
}
public virtual IGraphElementData CreateData()
{
return new Data();
}
/// <summary>
/// Run this event in a coroutine, enabling asynchronous flow like wait nodes.
/// </summary>
[Serialize]
[Inspectable]
[InspectorExpandTooltip]
public bool coroutine { get; set; } = false;
[DoNotSerialize]
[PortLabelHidden]
public ControlOutput trigger { get; private set; }
[DoNotSerialize]
protected abstract bool register { get; }
protected override void Definition()
{
isControlRoot = true;
trigger = ControlOutput(nameof(trigger));
}
public virtual EventHook GetHook(GraphReference reference)
{
throw new InvalidImplementationException($"Missing event hook for '{this}'.");
}
public virtual void StartListening(GraphStack stack)
{
var data = stack.GetElementData<Data>(this);
if (data.isListening)
{
return;
}
if (register)
{
var reference = stack.ToReference();
var hook = GetHook(reference);
Action<TArgs> handler = args => Trigger(reference, args);
EventBus.Register(hook, handler);
data.hook = hook;
data.handler = handler;
}
data.isListening = true;
}
public virtual void StopListening(GraphStack stack)
{
var data = stack.GetElementData<Data>(this);
if (!data.isListening)
{
return;
}
// The coroutine's flow will dispose at the next frame, letting us
// keep the current flow for clean up operations if needed
foreach (var activeCoroutine in data.activeCoroutines)
{
activeCoroutine.StopCoroutine(false);
}
if (register)
{
EventBus.Unregister(data.hook, data.handler);
stack.ClearReference();
data.handler = null;
}
data.isListening = false;
}
public override void Uninstantiate(GraphReference instance)
{
// Here, we're relying on the fact that OnDestroy calls Uninstantiate.
// We need to force-dispose any remaining coroutine to avoid
// memory leaks, because OnDestroy on the runner will not keep
// executing MoveNext() until our soft-destroy call at the end of Flow.Coroutine
// or even dispose the coroutine's enumerator (!).
var data = instance.GetElementData<Data>(this);
var coroutines = data.activeCoroutines.ToHashSetPooled();
#if UNITY_EDITOR
new FrameDelayedCallback(() => StopAllCoroutines(coroutines), 1);
#else
StopAllCoroutines(coroutines);
#endif
base.Uninstantiate(instance);
}
static void StopAllCoroutines(HashSet<Flow> activeCoroutines)
{
// The coroutine's flow will dispose instantly, thus modifying
// the activeCoroutines registry while we enumerate over it
foreach (var activeCoroutine in activeCoroutines)
{
activeCoroutine.StopCoroutineImmediate();
}
activeCoroutines.Free();
}
public bool IsListening(GraphPointer pointer)
{
if (!pointer.hasData)
{
return false;
}
return pointer.GetElementData<Data>(this).isListening;
}
public void Trigger(GraphReference reference, TArgs args)
{
InternalTrigger(reference, args);
}
private protected virtual void InternalTrigger(GraphReference reference, TArgs args)
{
var flow = Flow.New(reference);
if (!ShouldTrigger(flow, args))
{
flow.Dispose();
return;
}
AssignArguments(flow, args);
Run(flow);
}
protected virtual bool ShouldTrigger(Flow flow, TArgs args)
{
return true;
}
protected virtual void AssignArguments(Flow flow, TArgs args)
{
}
private void Run(Flow flow)
{
if (flow.enableDebug)
{
var editorData = flow.stack.GetElementDebugData<IUnitDebugData>(this);
editorData.lastInvokeFrame = EditorTimeBinding.frame;
editorData.lastInvokeTime = EditorTimeBinding.time;
}
if (coroutine)
{
flow.StartCoroutine(trigger, flow.stack.GetElementData<Data>(this).activeCoroutines);
}
else
{
flow.Run(trigger);
}
}
protected static bool CompareNames(Flow flow, ValueInput namePort, string calledName)
{
Ensure.That(nameof(calledName)).IsNotNull(calledName);
return calledName.Trim().Equals(flow.GetValue<string>(namePort)?.Trim(), StringComparison.OrdinalIgnoreCase);
}
}
}

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using UnityEngine.EventSystems;
namespace Unity.VisualScripting
{
public abstract class GenericGuiEventUnit : GameObjectEventUnit<BaseEventData>
{
/// <summary>
/// The event data.
/// </summary>
[DoNotSerialize]
[PortLabelHidden]
public ValueOutput data { get; private set; }
protected override void Definition()
{
base.Definition();
data = ValueOutput<BaseEventData>(nameof(data));
}
protected override void AssignArguments(Flow flow, BaseEventData data)
{
flow.SetValue(this.data, data);
}
}
}

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using System;
namespace Unity.VisualScripting
{
/// <summary>
/// Called on the drag object when dragging is about to begin.
/// </summary>
[UnitCategory("Events/GUI")]
[TypeIcon(typeof(OnDrag))]
[UnitOrder(16)]
public sealed class OnBeginDrag : PointerEventUnit
{
public override Type MessageListenerType => typeof(UnityOnBeginDragMessageListener);
protected override string hookName => EventHooks.OnBeginDrag;
}
}

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using System;
using UnityEngine.UI;
namespace Unity.VisualScripting
{
/// <summary>
/// Called when a user clicks the button and releases it.
/// </summary>
[UnitCategory("Events/GUI")]
[TypeIcon(typeof(Button))]
[UnitOrder(1)]
public sealed class OnButtonClick : GameObjectEventUnit<EmptyEventArgs>
{
protected override string hookName => EventHooks.OnButtonClick;
public override Type MessageListenerType => typeof(UnityOnButtonClickMessageListener);
}
}

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using System;
namespace Unity.VisualScripting
{
/// <summary>
/// Called when the cancel button is pressed.
/// </summary>
[UnitCategory("Events/GUI")]
[UnitOrder(25)]
public sealed class OnCancel : GenericGuiEventUnit
{
public override Type MessageListenerType => typeof(UnityOnCancelMessageListener);
protected override string hookName => EventHooks.OnCancel;
}
}

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using System;
namespace Unity.VisualScripting
{
/// <summary>
/// Called when the pointer deselects the GUI element.
/// </summary>
[UnitCategory("Events/GUI")]
[UnitOrder(23)]
public sealed class OnDeselect : GenericGuiEventUnit
{
public override Type MessageListenerType => typeof(UnityOnDeselectMessageListener);
protected override string hookName => EventHooks.OnDeselect;
}
}

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using System;
namespace Unity.VisualScripting
{
/// <summary>
/// When draging is occuring this will be called every time the cursor is moved.
/// </summary>
[UnitCategory("Events/GUI")]
[UnitOrder(17)]
public sealed class OnDrag : PointerEventUnit
{
protected override string hookName => EventHooks.OnDrag;
public override Type MessageListenerType => typeof(UnityOnDragMessageListener);
}
}

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using System;
namespace Unity.VisualScripting
{
/// <summary>
/// Called on a target that can accept a drop.
/// </summary>
[UnitCategory("Events/GUI")]
[TypeIcon(typeof(OnDrag))]
[UnitOrder(19)]
public sealed class OnDrop : PointerEventUnit
{
public override Type MessageListenerType => typeof(UnityOnDropMessageListener);
protected override string hookName => EventHooks.OnDrop;
}
}

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using System;
using UnityEngine.UI;
namespace Unity.VisualScripting
{
/// <summary>
/// Called when the current value of the dropdown has changed.
/// </summary>
[UnitCategory("Events/GUI")]
[TypeIcon(typeof(Dropdown))]
[UnitOrder(4)]
public sealed class OnDropdownValueChanged : GameObjectEventUnit<int>
{
public override Type MessageListenerType => typeof(UnityOnDropdownValueChangedMessageListener);
protected override string hookName => EventHooks.OnDropdownValueChanged;
/// <summary>
/// The index of the newly selected option.
/// </summary>
[DoNotSerialize]
public ValueOutput index { get; private set; }
/// <summary>
/// The text of the newly selected option.
/// </summary>
[DoNotSerialize]
public ValueOutput text { get; private set; }
protected override void Definition()
{
base.Definition();
index = ValueOutput<int>(nameof(index));
text = ValueOutput<string>(nameof(text));
}
protected override void AssignArguments(Flow flow, int index)
{
flow.SetValue(this.index, index);
flow.SetValue(text, flow.GetValue<Dropdown>(target).options[index].text);
}
}
}

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