using UnityEngine; using System.Collections; namespace BehaviorDesigner.Runtime { [System.Serializable] public class SharedBool : SharedVariable { public bool Value { get { return mValue; } set { if (mValue != value) { ValueChanged(); } mValue = value; } } [SerializeField] private bool mValue; public override object GetValue() { return mValue; } public override void SetValue(object value) { mValue = (bool)value; } public override string ToString() { return mValue.ToString(); } public static implicit operator SharedBool(bool value) { return new SharedBool { mValue = value }; } } }