using System; using Unity.VisualScripting; using UnityEngine; namespace Scripts.Matchmaker.Visual_Scripting { [UnitTitle("Get Lobby By UUID")] [UnitSubtitle("Matchmaker API")] [UnitCategory("Matchmaking")] [TypeIcon(typeof(DummyScript_Icon))] public class MatchmakerNode_GetLobbyByUuid : 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 uuid; [DoNotSerialize] // No need to serialize ports public ValueOutput id; public int 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.GetLobbyIdByUuid(flow.GetValue(uuid).ToUpper()); if (resultValue > 0) { return outputOnSuccess; } } catch (Exception ex) { Debug.LogError($"Error in Get Lobby By Uuid node: {ex}"); } return outputOnFail; }); //Making the ControlOutput port visible and setting its key. outputOnSuccess = ControlOutput("onSuccess"); outputOnFail = ControlOutput("onFail"); uuid = ValueInput("uuid", ""); id = ValueOutput("result", (flow) => resultValue); Succession(inputTrigger, outputOnFail); Succession(inputTrigger, outputOnSuccess); Assignment(inputTrigger, id); } } }