refactor: Back Fields Are Renamed

This commit is contained in:
Syntriax 2023-03-20 22:59:20 +03:00
parent c8105122fb
commit fc49961ef3
2 changed files with 8 additions and 8 deletions

View File

@ -47,13 +47,13 @@ namespace Syntriax.Modules.Trigger
} }
#if UNITY_EDITOR #if UNITY_EDITOR
private State.IStateEnable stateEnable = null; private State.IStateEnable _stateEnable = null;
public State.IStateEnable StateEnable public State.IStateEnable StateEnable
{ {
get get
{ {
stateEnable = stateEnable ?? GetComponent<State.IStateEnable>() ?? gameObject.AddComponent<State.StateEnableMonoBehaviour>(); _stateEnable = _stateEnable ?? GetComponent<State.IStateEnable>() ?? gameObject.AddComponent<State.StateEnableMonoBehaviour>();
return stateEnable; return _stateEnable;
} }
} }
#endif #endif

View File

@ -8,17 +8,17 @@ namespace Syntriax.Modules.Trigger
{ {
public Action<bool> OnTriggerStateChanged { get; set; } = null; public Action<bool> OnTriggerStateChanged { get; set; } = null;
private IStateEnable stateEnable = null; private IStateEnable _stateEnable = null;
public IStateEnable StateEnable public IStateEnable StateEnable
{ {
get get
{ {
if (stateEnable == null) if (_stateEnable == null)
{ {
stateEnable = GetComponent<IStateEnable>() ?? gameObject.AddComponent<StateEnableMonoBehaviour>(); _stateEnable = GetComponent<IStateEnable>() ?? gameObject.AddComponent<StateEnableMonoBehaviour>();
stateEnable.OnEnabledChanged += OnEnabledChanged; _stateEnable.OnEnabledChanged += OnEnabledChanged;
} }
return stateEnable; return _stateEnable;
} }
} }