using System;
using UnityEngine;
using UnityAtoms.SceneMgmt;
namespace UnityAtoms.SceneMgmt
{
///
/// IPair of type `<SceneField>`. Inherits from `IPair<SceneField>`.
///
[Serializable]
public struct SceneFieldPair : IPair
{
public SceneField Item1 { get => _item1; set => _item1 = value; }
public SceneField Item2 { get => _item2; set => _item2 = value; }
[SerializeField]
private SceneField _item1;
[SerializeField]
private SceneField _item2;
public void Deconstruct(out SceneField item1, out SceneField item2) { item1 = Item1; item2 = Item2; }
}
}