Table of Contents

Class Bindable<T>

A reactive property wrapper that automatically fires a UnityEvent<T> whenever its value changes. Use this to implement the Observer / Data-Binding pattern without manual event wiring.

public class Bindable<T>

Type Parameters

T

The type of the wrapped value.

Inheritance
Bindable<T>
Inherited Members

Examples

var health = new Bindable<int>(100);
health.OnValueChanged.AddListener(v => Debug.Log($"Health changed to {v}"));
health.Value = 50; // fires the event automatically

Constructors

Bindable(T)

Creates a new Bindable<T> with an optional initial value.

public Bindable(T initialValue = default)

Parameters

initialValue T

The starting value. Defaults to default(T).

Fields

OnValueChanged

Event fired every time Value is assigned a different value.

public UnityEvent<T> OnValueChanged

Field Value

UnityEvent<T>

Properties

Value

Gets or sets the wrapped value. The setter only fires OnValueChanged when the new value differs from the current one.

public T Value { get; set; }

Property Value

T