using System;
using UnityEngine;
namespace Unity.Services.Core.Configuration
{
///
/// Wrapper for project configuration values.
///
[Serializable]
class ConfigurationEntry
{
[SerializeField]
string m_Value;
///
/// Get the stored configuration value.
///
public string Value => m_Value;
[SerializeField]
bool m_IsReadOnly;
///
/// If true, can't be changed.
///
public bool IsReadOnly
{
get => m_IsReadOnly;
internal set => m_IsReadOnly = value;
}
///
/// Create a new instance of the class.
///
///
/// Required for serialization.
///
public ConfigurationEntry() {}
///
/// Create a new instance of the class.
///
///
/// The value to store.
///
///
/// If true, the value can't be changed after construction.
///
public ConfigurationEntry(string value, bool isReadOnly = false)
{
m_Value = value;
m_IsReadOnly = isReadOnly;
}
///
/// Set only if is false.
/// Does nothing otherwise.
///
///
/// The new value to store.
///
///
/// Return true if is false;
/// return false otherwise.
///
public bool TrySetValue(string value)
{
if (IsReadOnly)
{
return false;
}
m_Value = value;
return true;
}
public static implicit operator string(ConfigurationEntry entry) => entry.Value;
public static implicit operator ConfigurationEntry(string value) => new ConfigurationEntry(value);
}
}