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@arcueid-dev
Last active July 27, 2022 17:05
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Unity EventValue. Use this to avoid additional actions. Just set value to "Value" property and if it's different from stored, then action is invoked.
[Serializable]
public class EventValue<T>
{
[SerializeField] private T _value;
private Action<T> _action;
public event Action<T> OnValueChanged
{
add
{
_action += value;
value?.Invoke(_value);
}
remove => _action -= value;
}
public T Value
{
get => _value;
set
{
if (!EqualityComparer<T>.Default.Equals(_value, value))
{
_action?.Invoke(value);
}
_value = value;
}
}
public EventValue(T value, Action<T> action)
{
_value = value;
_action = action;
_action?.Invoke(_value);
}
public EventValue(T value, Action<T> action, bool invokeOnInitialize)
{
_value = value;
_action = action;
if (invokeOnInitialize) _action?.Invoke(_value);
}
public EventValue(T value)
{
_value = value;
_action = null;
}
public EventValue(Action<T> action, bool invokeOnInitialize = false)
{
_value = default;
_action = action;
if (invokeOnInitialize) _action?.Invoke(_value);
}
}
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