For ScriptableObject workflow.
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ScriptableData

Data

ScriptableData stores runtime data to be accessed by scripts that reference the ScriptableObject. It has a OnValueChangedEvent to subscribe when data changes. With this workflow you can remove dependencies and increase flexibility.

Extendable Data:

public class ScriptableData<T0> : ScriptableObject {}
public class ScriptableData<T0, T1> : ScriptableObject {}
public class ScriptableData<T0, T1, T2> : ScriptableObject {}
public class ScriptableData<T0, T1, T2, T3> : ScriptableObject {}

Example:

[CreateAssetMenu(menuName = "ScriptableData/Data/Vector3", order = 147)]
public class SDVector3 : ScriptableData<Vector3> {}

Events

ScriptableEvent does not contain any runtime data but can be used to send events (with data) around.

Base Event

[CreateAssetMenu(menuName = "ScriptableData/Event/Event", order = 147)]
public class ScriptableEvent : ScriptableObject {}

Extendable Events:

public class ScriptableEvent<T0> : ScriptableObject {}
public class ScriptableEvent<T0, T1> : ScriptableObject {}
public class ScriptableEvent<T0, T1, T2> : ScriptableObject {}
public class ScriptableEvent<T0, T1, T2, T3> : ScriptableObject {}

Example:

[CreateAssetMenu(menuName = "ScriptableData/Event/Vector3", order = 147)]
public class SEVector3 : ScriptableEvent<Vector3> {}

ExtendedScriptableObjectDrawer

If you don't want to use the extended drawer, use the [NonExpandable] attribute.

Example:

[NonExpandable]
public SEVector3 myVector3;

Install

Installing from a Git URL

Unitypackage

LICENSE

Overall package is licensed under MIT, unless otherwise noted in the 3rd party licenses file and/or source code.