revival/game/Assets/Scripts/Util/SerialVar.cs

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using UnityEngine;
namespace Ktyl.Util
{
#region Editor
#if UNITY_EDITOR
using UnityEditor;
public abstract class SerialVarEditor<T> : Editor
{
private SerialVar<T> _t;
protected virtual void OnEnable()
{
_t = target as SerialVar<T>;
}
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.LabelField("Current Value", _t.Value.ToString());
EditorGUI.EndDisabledGroup();
}
}
#endif
public partial class SerialVar<T>
{
public T EDITOR_InitialValue
{
get => _initialValue;
set => _initialValue = value;
}
}
#endregion
public abstract partial class SerialVar<T> : ScriptableObject
{
public T Value
{
get => Application.isPlaying ? _value : _initialValue;
set
{
if (_readOnly)
{
Debug.LogError("tried to write to read only variable", this);
return;
}
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_value = value;
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}
}
private T _value;
[SerializeField] private T _initialValue;
[SerializeField] private bool _readOnly;
public static implicit operator T(SerialVar<T> t) => t.Value;
private void OnValidate()
{
_value = _initialValue;
}
private void OnEnable()
{
_value = _initialValue;
}
public override string ToString() => Value.ToString();
}
}