MatchmakerClient-Unity/Visual Scripting/MatchmakerNode_GetClientAttribute.cs

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2023-01-15 13:55:38 -08:00
using System;
using Unity.VisualScripting;
using UnityEngine;
namespace Scripts.Matchmaker.Visual_Scripting
{
[UnitTitle("Get Client Attribute")]
[UnitSubtitle("Matchmaker API")]
[UnitCategory("Matchmaking")]
[TypeIcon(typeof(DummyScript_Icon))]
public class MatchmakerNode_GetClientAttribute : Unit, IMatchmaker
{
[DoNotSerialize] // No need to serialize ports.
public ControlInput inputTrigger; //Adding the ControlInput port variable
[DoNotSerialize] // No need to serialize ports.
public ControlOutput outputOnSuccess;//Adding the ControlOutput port variable.
[DoNotSerialize] // No need to serialize ports.
public ControlOutput outputOnFail;//Adding the ControlOutput port variable.
[DoNotSerialize] // No need to serialize ports
public ValueInput lobbyId;
[DoNotSerialize] // No need to serialize ports
public ValueInput name;
[DoNotSerialize] // No need to serialize ports
public ValueOutput value;
private string resultValue;
protected override void Definition()
{
//Making the ControlInput port visible, setting its key and running the anonymous action method to pass the flow to the outputTrigger port.
inputTrigger = ControlInput("", (flow) =>
{
try
{
resultValue =
IMatchmaker.GetLobbyAttribute(flow.GetValue<int>(lobbyId), flow.GetValue<string>(name));
if (resultValue != null)
{
return outputOnSuccess;
}
resultValue = "";
}
catch (Exception ex)
{
Debug.LogError($"Error in Get Lobby Attribute node: {ex}");
}
resultValue = "";
return outputOnFail;
});
//Making the ControlOutput port visible and setting its key.
outputOnSuccess = ControlOutput("onSuccess");
outputOnFail = ControlOutput("onFail");
value = ValueOutput<string>("value", (flow) => resultValue);
name = ValueInput<string>("Name", "");
lobbyId = ValueInput<int>("clientId");
Succession(inputTrigger, outputOnFail);
Succession(inputTrigger, outputOnSuccess);
}
}
}