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