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; } } }