using UnityEngine; using System.Collections; namespace BehaviorDesigner.Runtime { [System.Serializable] public class SharedVector3 : SharedVariable { public Vector3 Value { get { return mValue; } set { if (mValue != value) { ValueChanged(); } mValue = value; } } [SerializeField] private Vector3 mValue; public override object GetValue() { return mValue; } public override void SetValue(object value) { mValue = (Vector3)value; } public override string ToString() { return mValue.ToString(); } public static implicit operator SharedVector3(Vector3 value) { return new SharedVector3 { mValue = value }; } } }