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// USAGE:
if (_controlValuePopulation.IsChanged(GGame.population))
{
textPopulation.text = SMisc.FormatNumberRegional(GGame.population);
}
public struct controlValue<T, U, V, W> where T : IEquatable<T> where U : IEquatable<U> where V : IEquatable<V> where W : IEquatable<W>
{
private T _value1;
private U _value2;
private V _value3;
private W _value4;
public bool IsChanged(T value1_, U value2_, V value3_, W value4_)
{
bool isChanged = !value1_.Equals(_value1) || !value2_.Equals(_value2) || !value3_.Equals(_value3) || !value4_.Equals(_value4);
if (isChanged) { _value1 = value1_; _value2 = value2_; _value3 = value3_; _value4 = value4_; }
return isChanged;
}
}
public struct controlValue<T, U, V> where T : IEquatable<T> where U : IEquatable<U> where V : IEquatable<V>
{
private T _value1;
private U _value2;
private V _value3;
public bool IsChanged(T value1_, U value2_, V value3_)
{
bool isChanged = !value1_.Equals(_value1) || !value2_.Equals(_value2) || !value3_.Equals(_value3);
if (isChanged) { _value1 = value1_; _value2 = value2_; _value3 = value3_; }
return isChanged;
}
}
public struct controlValue<T, U> where T: IEquatable<T> where U:IEquatable<U>
{
private T _value1;
private U _value2;
public bool IsChanged(T value1_, U value2_)
{
bool isChanged = !value1_.Equals(_value1) || !value2_.Equals(_value2);
if (isChanged) { _value1 = value1_; _value2 = value2_; }
return isChanged;
}
}
public struct controlValue<T> where T : IEquatable<T>
{
private T _value1;
public T GetValue() { return _value1; }
public bool IsChanged(T value1_)
{
bool isChanged = !value1_.Equals(_value1);
if (isChanged) { _value1 = value1_;}
return isChanged;
}
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