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