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PropertyBinding.cs
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PropertyBinding.cs
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using UnityEngine;
[AddComponentMenu("NGUI/Internal/Property Binding")]
[ExecuteInEditMode]
public class PropertyBinding : MonoBehaviour
{
public enum UpdateCondition
{
OnStart,
OnUpdate,
OnLateUpdate,
OnFixedUpdate
}
public enum Direction
{
SourceUpdatesTarget,
TargetUpdatesSource,
BiDirectional
}
public PropertyReference source;
public PropertyReference target;
public Direction direction;
public UpdateCondition update = UpdateCondition.OnUpdate;
public bool editMode = true;
private object mLastValue;
private void Start()
{
UpdateTarget();
if (update == UpdateCondition.OnStart)
{
base.enabled = false;
}
}
private void Update()
{
if (update == UpdateCondition.OnUpdate)
{
UpdateTarget();
}
}
private void LateUpdate()
{
if (update == UpdateCondition.OnLateUpdate)
{
UpdateTarget();
}
}
private void FixedUpdate()
{
if (update == UpdateCondition.OnFixedUpdate)
{
UpdateTarget();
}
}
private void OnValidate()
{
if (source != null)
{
source.Reset();
}
if (target != null)
{
target.Reset();
}
}
[ContextMenu("Update Now")]
public void UpdateTarget()
{
if (source != null && target != null && source.isValid && target.isValid)
{
if (direction == Direction.SourceUpdatesTarget)
{
target.Set(source.Get());
}
else if (direction == Direction.TargetUpdatesSource)
{
source.Set(target.Get());
}
else if (source.GetPropertyType() == target.GetPropertyType())
{
object obj = source.Get();
if (mLastValue == null || !mLastValue.Equals(obj))
{
mLastValue = obj;
target.Set(obj);
}
else
{
obj = target.Get();
if (!mLastValue.Equals(obj))
{
mLastValue = obj;
source.Set(obj);
}
}
}
}
}
}