unity-atoms/Packages/Core/Runtime/VariableInstancers/AtomBaseVariableInstancer.cs
2020-03-19 08:39:43 +01:00

58 lines
2.1 KiB
C#

using System;
using UnityEngine;
using UnityEngine.Assertions;
namespace UnityAtoms
{
/// <summary>
/// A Variable Instancer is a MonoBehaviour that takes a variable as a base and creates an in memory copy of it OnEnable.
/// This is handy when you want to use atoms for prefabs that are instantiated at runtime. Use together with AtomCollection to
/// react accordingly when a prefab with an assoicated atom is added or deleted to the scene.
/// </summary>
/// <typeparam name="V">Variable of type T.</typeparam>
/// <typeparam name="P">IPair of type `T`.</typeparam>
/// <typeparam name="T">The value type.</typeparam>
/// <typeparam name="E1">Event of type T.</typeparam>
/// <typeparam name="E2">Event x 2 of type T.</typeparam>
/// <typeparam name="F">Function of type T => T</typeparam>
[EditorIcon("atom-icon-hotpink")]
[DefaultExecutionOrder(Runtime.ExecutionOrder.VARIABLE_INSTANCER)]
public abstract class AtomBaseVariableInstancer<T, V> : MonoBehaviour, IVariable<V>
where V : AtomBaseVariable<T>
{
/// <summary>
/// Getter for retrieving the in memory runtime variable.
/// </summary>
public V Variable { get => _inMemoryCopy; }
/// <summary>
/// Getter for retrieving the value of the in memory runtime variable.
/// </summary>
public T Value { get => _inMemoryCopy.Value; set => _inMemoryCopy.Value = value; }
public virtual V Base { get => _base; }
[SerializeField]
[ReadOnly]
protected V _inMemoryCopy = default(V);
/// <summary>
/// The variable that the in memory copy will be based on when created at runtime.
/// </summary>
[SerializeField]
protected V _base = null;
/// <summary>
/// Override to add implementation specific setup on `OnEnable`.
/// </summary>
protected virtual void ImplSpecificSetup() { }
private void OnEnable()
{
Assert.IsNotNull(Base);
_inMemoryCopy = Instantiate(Base);
ImplSpecificSetup();
}
}
}