17. Built-in Tool: BindableProperty
In this section, we will introduce BindableProperty.
BindableProperty provides an object that combines data and data change events.
Basic Usage
using UnityEngine;
namespace QFramework.Example
{
public class BindablePropertyExample : MonoBehaviour
{
private BindableProperty<int> mSomeValue = new BindableProperty<int>(0);
private BindableProperty<string> mName = new BindableProperty<string>("QFramework");
void Start()
{
mSomeValue.Register(newValue =>
{
Debug.Log(newValue);
}).UnRegisterWhenGameObjectDestroyed(gameObject);
mName.RegisterWithInitValue(newName =>
{
Debug.Log(mName);
}).UnRegisterWhenGameObjectDestroyed(gameObject);
}
void Update()
{
if (Input.GetMouseButtonDown(0))
{
mSomeValue.Value++;
}
}
}
}
// 输出结果// QFramework// 按下鼠标左键,输出:// 1// 按下鼠标左键,输出:// 2
It’s very simple.
We have already introduced BindableProperty when we were writing the CounterApp, so we will end the introduction here.