OldBlueWater/BlueWater/Assets/Doozy/Runtime/Nody/Nodes/DebugNode.cs

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// Copyright (c) 2015 - 2023 Doozy Entertainment. All Rights Reserved.
// This code can only be used under the standard Unity Asset Store End User License Agreement
// A Copy of the EULA APPENDIX 1 is available at http://unity3d.com/company/legal/as_terms
using System;
using Doozy.Runtime.Common.Extensions;
using Doozy.Runtime.Nody.Nodes.Internal;
using UnityEngine;
namespace Doozy.Runtime.Nody.Nodes
{
/// <summary>
/// Simple node that when activated it prints a debug message in the Console
/// </summary>
[Serializable]
[NodyMenuPath("Utils", "Debug")]
public sealed class DebugNode : SimpleNode
{
public override int minNumberOfInputPorts => 1;
public override int minNumberOfOutputPorts => 1;
[SerializeField] private string Message;
public string message
{
get => Message;
set => Message = value;
}
public DebugNode()
{
AddInputPort();
lastInputPort
.SetCanBeDeleted(false)
.SetCanBeReordered(false);
AddOutputPort();
lastOutputPort
.SetCanBeDeleted(false)
.SetCanBeReordered(false);
}
public override void OnEnter(FlowNode previousNode = null, FlowPort previousPort = null)
{
base.OnEnter(previousNode, previousPort);
if (!Message.IsNullOrEmpty())
Debug.Log(Message);
GoToNextNode(firstOutputPort);
}
public override FlowNode Clone() =>
Instantiate(this);
}
}