Tanoda
DeactivateAction.cs
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1using System;
2using System.Linq;
3using System.Runtime.Serialization;
4using JetBrains.Annotations;
5using NaughtyAttributes;
6using UnityEngine;
7
8public class DeactivateAction : ActionObject, ISerializable
9{
10 public override void Triggered(string id)
11 {
12 //if (id == GetInput()) return;
13 base.Triggered(id);
15 }
16
17 [Button]
18 public void DisableNext()
19 {
21 Debug.Log($"Disabler Triggered! Nodes to disable: {connections.Length}");
22 foreach (var conn in connections) Controller.Instance.GetActionByInOut(conn.toId).Deactivate();
23 }
24
25 [CanBeNull]
26 public string GetInput()
27 {
28 try
29 {
30 return inIDs.Keys.ToList()[0];
31 }
32 catch (Exception)
33 {
34 return null;
35 }
36 }
37
38 [CanBeNull]
39 public string GetOutput()
40 {
41 try
42 {
43 return outIDs.Keys.ToList()[0];
44 }
45 catch (Exception)
46 {
47 return null;
48 }
49 }
50
51 public DeactivateAction(SerializationInfo info, StreamingContext context) : base(info, context)
52 {
53 }
54}
UnityEngine.UI.Button Button
Definition: Pointer.cs:7
UnityEngine.Debug Debug
Definition: TanodaServer.cs:19
virtual void Deactivate()
Connection[] GetConnectionsByEndPointId(string id)
Definition: Controller.cs:862
ActionObject GetActionByInOut(string id)
Definition: Controller.cs:925
static Controller Instance
Definition: Controller.cs:16
DeactivateAction(SerializationInfo info, StreamingContext context)
override void Triggered(string id)