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EventValue.cs
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EventValue.cs
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
namespace Maz.Unity.Events
{
[AttributeUsage(AttributeTargets.Field, AllowMultiple = false, Inherited = true)]
public class EventValueChangedAttribute : PropertyAttribute
{
}
public interface IEventValue
{
void Raise();
void OnChange(object value);
}
[System.Serializable]
public class EventValue<T> : IEventValue
{
[SerializeField, EventValueChanged]
T value;
public T Value
{
get => value;
set
{
if (this.value == null || !this.value.Equals(value))
{
OnChange(value);
}
}
}
// Needed for Editor.
public void OnChange(object value)
{
this.value = (T)value;
changed = true;
Raise();
}
bool changed;
/// <summary>
/// Return true if value changed.
/// Next time it will return false if nothing changed.
/// </summary>
public bool Changed
{
get
{
bool retValue = changed;
if (changed)
changed = false;
return retValue;
}
}
public UnityEvent<T> OnChangedEvent = default;
public EventValue(T t)
{
value = t;
}
public void Raise()
{
OnChangedEvent?.Invoke(value);
}
public override string ToString()
{
return Value.ToString();
}
}
}