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51 lines
1.4 KiB
C#
51 lines
1.4 KiB
C#
using UnityEngine;
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using UnityEngine.Serialization;
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namespace UnityAtoms
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{
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public abstract class ScriptableObjectVariable<T, E1, E2> : ScriptableObjectVariableBase<T>,
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IWithOldValue<T>
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where E1 : GameEvent<T>
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where E2 : GameEvent<T, T>
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{
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public override T Value { get { return _runtimeValue; } set { SetValue(value); } }
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public T OldValue { get { return _oldValue; } }
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[FormerlySerializedAs("oldValue")]
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[SerializeField]
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private T _oldValue;
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public E1 Changed;
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public E2 ChangedWithHistory;
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protected abstract bool AreEqual(T first, T second);
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private void OnEnable()
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{
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if (Changed == null) return;
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Changed.Raise(Value);
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}
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public bool SetValue(T newValue)
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{
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if (!AreEqual(this._runtimeValue, newValue))
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{
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this._initialValue = this._runtimeValue;
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this._runtimeValue = newValue;
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if (Changed != null) { Changed.Raise(newValue); }
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if (ChangedWithHistory != null) { ChangedWithHistory.Raise(this._runtimeValue, this._oldValue); }
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return true;
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}
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return false;
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}
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public bool SetValue(ScriptableObjectVariable<T, E1, E2> variable)
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{
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return SetValue(variable.Value);
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}
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}
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}
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