#nullable enable
namespace TagFighter.Effects.Steps
{
using System.Collections.Generic;
using System.Linq;
[StepType(StepTypeAttribute.TesterStep)]
public class BoolTester : OutputStep<bool>
{
[UnityEngine.SerializeField]
SinglePort<bool> _in = new();
[UnityEngine.SerializeField]
bool _value = true;
[UnityEngine.SerializeField]
string _displayName = nameof(BoolTester);
public override IEnumerable<IPort> Inputs {
get {
yield return _in;
}
}
public override bool IsValid => true;
public override bool Run(EffectInput blackBoard) {
var value = _in.Node != null && _in.Node.Run(blackBoard);
if (value == _value) {
UnityEngine.Debug.Log($"<color=green>PASSED: {this} Got {value}</color>");
}
else {
UnityEngine.Debug.Log($"<color=red>FAILED: {this} Got {value}</color>");
}
return value;
}
public override string ToString() {
return $"{_displayName} Expected {_value}";
}
public override EffectStepNodeData ToData() {
var effectStepNodeData = base.ToData();
effectStepNodeData.Const = new() { _value == false ? 0d : 1d };
effectStepNodeData.DisplayName = _displayName;
return effectStepNodeData;
}
public override bool FromData(EffectStepNodeData effectStepNodeData, Dictionary<string, EffectStepNode> guidToNode) {
base.FromData(effectStepNodeData, guidToNode);
_value = effectStepNodeData.Const != null && effectStepNodeData.Const.FirstOrDefault() != 0;
_displayName = effectStepNodeData.DisplayName ?? "";
return true;
}
}
}