MatchmakerClient-Unity/Visual Scripting/MatchmakerNode_GetLobbyAttributeDirect.cs
2023-01-15 13:55:38 -08:00

72 lines
No EOL
2.4 KiB
C#
Executable file

using System;
using Unity.VisualScripting;
using UnityEngine;
namespace Scripts.Matchmaker.Visual_Scripting
{
[UnitTitle("Get Lobby Attribute Directly")]
[UnitSubtitle("Matchmaker API")]
[UnitCategory("Matchmaking")]
[TypeIcon(typeof(DummyScript_Icon))]
public class MatchmakerNode_GetLobbyAttributeDirect : 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 id;
[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.GetLobbyAttributeDirect(flow.GetValue<string>(name));
if (resultValue != null)
{
return outputOnSuccess;
}
}
catch (Exception ex)
{
Debug.LogError($"Error in Get Lobby Attribute Direct node: {ex}");
}
return outputOnFail;
});
//Making the ControlOutput port visible and setting its key.
outputOnSuccess = ControlOutput("onSuccess");
outputOnFail = ControlOutput("onFail");
id = ValueInput<int>("lobbyId");
name = ValueInput<string>("Name", "");
value = ValueOutput<string>("Value", (flow) => resultValue);
Succession(inputTrigger, outputOnFail);
Succession(inputTrigger, outputOnSuccess);
}
}
}