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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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