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docs: update hero icon
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7 files changed

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Assets/GeneratorTest.cs

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#if UNITY_2022_3_OR_NEWER
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using System;
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using System.Collections.Generic;
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using Hertzole.ScriptableValues;
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using UnityEngine;
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[GenerateScriptableCallbacks]
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public partial class ChangingClass
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{
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[GenerateValueCallback(ValueCallbackType.Changing)]
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public ScriptableString ValueProperty { get; set; }
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private partial void OnValuePropertyChanging(string oldValue, string newValue)
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{
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throw new System.NotImplementedException();
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}
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[GenerateEventCallback]
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[GenerateEventCallback]
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public ScriptableBoolEvent eventTest;
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private partial void OnEventTestInvoked(object sender, bool args)
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{
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throw new System.NotImplementedException();
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}
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[GenerateCollectionCallback]
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[GenerateCollectionCallback]
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public ScriptableList<string> listTest;
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private partial void OnListTestChanged(CollectionChangedArgs<string> args)
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{
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throw new System.NotImplementedException();
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}
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[GenerateCollectionCallback]
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[GenerateCollectionCallback]
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public ScriptableDictionary<int, string> dicTest;
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private partial void OnDicTestChanged(CollectionChangedArgs<System.Collections.Generic.KeyValuePair<int, string>> args)
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{
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throw new System.NotImplementedException();
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}
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[GeneratePoolCallback]
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[GeneratePoolCallback]
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public ScriptableObjectPool<ScriptableFloat> camerapool;
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private partial void OnCamerapoolChanged(PoolAction action, ScriptableFloat item)
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{
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throw new System.NotImplementedException();
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}
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}
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[GenerateValueCallback]
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public ValueReference<bool> FloatReference;
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[GenerateValueCallback(ValueCallbackType.Changing)]
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public ScriptableString ValueProperty { get; set; }
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private partial void OnFloatReferenceChanged(bool oldValue, bool newValue)
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{
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throw new NotImplementedException();
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}
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private partial void OnValuePropertyChanging(string oldValue, string newValue)
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{
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throw new NotImplementedException();
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}
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private partial void OnEventTestInvoked(object sender, bool args)
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{
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throw new NotImplementedException();
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}
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private partial void OnListTestChanged(CollectionChangedArgs<string> args)
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{
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throw new NotImplementedException();
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}
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private partial void OnDicTestChanged(CollectionChangedArgs<KeyValuePair<int, string>> args)
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{
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throw new NotImplementedException();
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}
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private partial void OnCamerapoolChanged(PoolAction action, ScriptableFloat item)
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{
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throw new NotImplementedException();
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}
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}
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}
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#endif

CHANGELOG.md

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- Support for Unity.Properties and the new runtime UI binding system. All types now implement `IDataSourceViewHashProvider` and `INotifyBindablePropertyChanged`
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- RuntimeScriptableObject implements `INotifyPropertyChanging` and `INotifyPropertyChanged` interfaces that can be used to track most property changes, including regular field properties
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- `ScriptablePool<T>` tracks `CountAll`, `CountActive`, and `CountInactive`
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- New event system that is more efficient and allows for avoiding closure allocations
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- `ScriptableValue<T>` now has `OnBeforeSetValue(T newValue)` and `OnAfterSetValue(T oldValue, T newValue)` methods that can be overridden to track value changes
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- `ScriptableEvent` and `ScriptableEvent<T>` now have `OnBeforeInvoke` and `OnAfterInvoke` methods that can be overridden to track event invocations
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- `ICanBeReadOnly` interface for scriptable objects that can be marked as read-only
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Packages/se.hertzole.scriptable-values/package.json

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{
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"name": "se.hertzole.scriptable-values",
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"version": "1.4.0",
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"version": "2.0.0",
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"displayName": "Scriptable Values",
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"description": "Scriptable Values allow you to use scriptable objects for reactive values, events, and collections instead of normal C# events and singletons.\n\nYou also don't need to care about values being saved between sessions as they are cleared before you enter play mode, but this is also customizable!",
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"unity": "2021.3",

docs/src/assets/houston.webp

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docs/src/assets/sv_icon.webp

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docs/src/content/docs/index.mdx

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hero:
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tagline: Use Scriptable Values for a worry-free scriptable object architecture
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image:
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file: ../../assets/houston.webp
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file: ../../assets/sv_icon.webp
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actions:
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- text: Install Scriptable Values
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link: /guides/installation

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