Instantiate scriptableobject with random variables - c#

I just started to work with scriptableobject, and I'm trying to Instantiate / Create Instance of a very basic scriptableobject that got 4 line of arrays.
I'm trying to Instantiate one scriptableobject that I created, that every time he's been created he will randomize his variables
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(fileName = "New Character",menuName = "Character Creation/Player Units")]
public class CharStats : ScriptableObject
{
[SerializeField]
public string [] charName;
public string [] charDescription;
public string [] charSin;
public Sprite [] charIcon;
}
The changing I'm doing do inside the inspector for one scriptableobject, and just his inside variables will change every time I create new one. Is it possible to achieve?

Ok so I manage to create something might be not the right way, but after pressing a key ( for now testing) its Instantiate my scriptableobjectwith a random Icon I put on for now. Ill add the 3 scripts, bad names coz it's for testing only, (testing - its script that sitting on empty gameobject with reference to my scriptableobject, testing 2 - its script that sitting on a prefab that I Instantiate with the scriptableobject)
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Random = UnityEngine.Random;
public class testing2 : MonoBehaviour
{
//public ScriptableObject person;
public CharStats charSats;
public Sprite sprite2;
private SpriteRenderer spriteRender;
private void Start()
{
spriteRender = GetComponent<SpriteRenderer>();
GetRandomSprite();
}
public Sprite GetRandomSprite()
{
int randomIndex = Random.Range(0, charSats.charIcon.Length);
Debug.Log(charSats.charIcon[randomIndex]);
if (sprite2 == null)
{
sprite2 = charSats.charIcon[randomIndex];
spriteRender.sprite = sprite2;
}
return charSats.charIcon[randomIndex];
}
}
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Random = UnityEngine.Random;
public class Testing : MonoBehaviour
{
public GameObject Player;
private void Update()
{
SpawnPlayer();
}
public void SpawnPlayer()
{
if (Input.GetKeyDown(KeyCode.A))
{
GameObject spawnPalyer = Instantiate(Player, new Vector3(Random.Range(-10,10), Random.Range(-10, 10)), Quaternion.identity) as GameObject;
}
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(fileName = "New Character",menuName = "Character Creation/Player Units")]
public class CharStats : ScriptableObject
{
[SerializeField]
public string [] charName;
public string [] charDescription;
public string [] charSin;
public Sprite [] charIcon;
}

Related

C# errror "CS0116: A namespace cannot directly contain members such as fields or methods"

I get an error, Assets\scripts\Skins.cs(9,12): error CS0116: A namespace cannot directly contain members such as fields or methods on the Internet they write what it means incorrectly placed brackets, but I don’t see any errors
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public GameObject choise1;
public GameObject choise2;
public GameObject choise3;
public int skin = 1;
public class Skins : MonoBehaviour {
void Choise () {
if (Input.GetMouseDown(choise1)){
choise2.SetActive (false);
}
}
}
GameObject and that int skin need to be under Skins class, like Choise
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Skins : MonoBehaviour {
public GameObject choise1;
public GameObject choise2;
public GameObject choise3;
public int skin = 1;
void Choise () {
if (Input.GetMouseDown(choise1)){
choise2.SetActive (false);
}
}
}
If you still have some problems here, because I don't know what are u trying to do with that choiseX, maybe you need to create them.
I mean, maybe u are trying to write something like this
void Choise () {
var GameObject choise1 = new GameObject();
var GameObject choise2 = new GameObject();
var GameObject choise3 = new GameObject();
int skin = 1;
if (Input.GetMouseDown(choise1)){
choise2.SetActive (false);
}
}

Unity3d:Add a public script via inspector

So I am creating a game, which is a Novel game. I want to add a functionality where my friend can add a new dialogue on a character game object. To do that, I already created a main script that enqueue and dequeue all of what is written on the inspector. Two more scripts, one script is a class for creating a new properties on the inspector where my friend can write, the other script functionality is to patch it on the inspector itself. I decided to add a patcher to customize unity editor to add a button. All what is left is a function to add another class where in my friend can write another character name and sentences.
This is what it looks like on Unity Inspector:
Please Help.
DialogueManager.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class DialogueManager : MonoBehaviour
{
private Queue<string> sentences;
public Text WrapperName;
public Text WrapperContent;
void Start()
{
sentences = new Queue<string>();
}
public void StartDialogue (Dialogue dialogue)
{
WrapperName.text = dialogue.name;
sentences.Clear();
foreach (string sentence in dialogue.sentences)
{
sentences.Enqueue(sentence);
}
DisplayNextSentence();
}
public void DisplayNextSentence()
{
if(sentences.Count == 0)
{
EndDialogue();
return;
}
string sentence = sentences.Dequeue();
WrapperContent.text = sentence;
}
public void EndDialogue()
{
Debug.Log("dialogue Ended..");
}
}
Dialogue.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class Dialogue
{
public string name;
[TextArea(3, 10)]
public string[] sentences;
}
StoryElement.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class StoryElement : MonoBehaviour
{
public Dialogue dialogue;
public void TriggerDialogue()
{
FindObjectOfType<DialogueManager>().StartDialogue(dialogue);
}
}
elementscriptpatcher.cs
using System.Collections;
using UnityEditor;
using UnityEngine;
[CustomEditor(typeof(StoryElement))]
public class elementscriptpatcher : Editor
{
public override void OnInspectorGUI()
{
DrawDefaultInspector();
if(GUILayout.Button("Add another script"))
{
// I need to write a function for appending a class Dialogue on Dialogue.cs which was initialized on the StoryElement.
}
}
}
you can use GameObject.AddComponent.
if(GUILayout.Button("Add another script"))
{
gameObject.AddComponent<Dialogue>();
}
EDIT : As #derHugo said in comments, we can't add a class that's base is not Monobehaviour. So you will require an Access Class to access Dialogue.cs.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AccessClass : MonoBehaviour {
public Dialogue mClassObject;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}
Use Ink for Unity, and author the dialogue as text files.

How to properly make variable Public so it can be accessed by another script?

In Unity I have 2 GameObjects, a sphere and a capsule.
And I have a script attached to each.
Capsule script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CapsuleMesh : MonoBehaviour
{
public Mesh capsuleMesh;
void Awake()
{
capsuleMesh = GetComponent<MeshFilter>().mesh;
Debug.Log(capsuleMesh);
}
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}
Sphere script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ChangeMesh : MonoBehaviour
{
Mesh mesh;
void Awake()
{
mesh = GetComponent<MeshFilter>().mesh;
Debug.Log(mesh);
}
// Start is called before the first frame update
void Start()
{
mesh = capsuleMesh;
}
// Update is called once per frame
void Update()
{
}
}
The mesh = capsuleMesh here is giving me an error about "the name capsuleMesh does not exist in the current context".
I thought that making capsuleMesh public in the other script would make THIS script be able to access it without issue.
What am I doing wrong?
capsuleMesh is a class variable defined in the CapsuleMesh class. It's not a global variable you can use everywhere. You need a reference to the instance of the CapsuleMesh class to retrieve the mesh stored in the capsuleMesh variable.
I've reworked your both scripts to make them work. I've spotted a flaw in your scripts. I guess ChangeMesh is meant to change the mesh of the gameObject? If so, you need to assign a new value to the meshFilter.mesh. Assigning a new reference to the mesh class variable is not enough (it would be pretty long to explain why)
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CapsuleMesh : MonoBehaviour
{
public Mesh Mesh
{
get ; private set;
}
void Awake()
{
Mesh = GetComponent<MeshFilter>().mesh;
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ChangeMesh : MonoBehaviour
{
// Drag & drop in the inspector the gameObject holding the `CapsuleMesh` component
public CapsuleMesh CapsuleMesh;
private MeshFilter meshFilter;
void Awake()
{
meshFilter = GetComponent<MeshFilter>();
}
void Start()
{
meshFilter.mesh = CapsuleMesh.Mesh;
}
}

Unity text not updating

I'm trying to get the title/description of a playing card to change by creating a card class that holds the information:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu (menuName = "Card")]
public class Card : ScriptableObject
{
public string cardName;
public Sprite art;
public string cardDetail;
}
Then load it with another script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class CardViz : MonoBehaviour
{
public Text title;
public Text detail;
public Image art;
public Card card;
private void start()
{
LoadCard(card);
}
public void LoadCard(Card c)
{
if (c == null)
{
return;
}
card = c;
title.text = c.cardName;
detail.text = c.cardDetail;
art.sprite = c.art;
}
}
I created prefab with the basic layout of a card. Then I created a new asset value in unity for a card and given it a name and detail. Then assigned it to the public valuable Card under CardViz along with the corresponding title, detail and image variable to create a new prefab but none of the text change when I drag the newly made prefab into the hierarchy. Any clue as to what I'm doing wrong here?
A small typo. Your start method needs to have a capital s.
private void Start()
{
LoadCard(card);
}

Events in scriptable objects

Is it possible to use UnityEvents and/or UnityActions in scriptable objects?
My attempt looks like this:
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
[CreateAssetMenu(menuName ="Dog", fileName ="New Dog")]
public class Dog : ScriptableObject
{
public string Id;
public string Text;
public UnityEvent WhenFinished;
public GameObject Go;
}
Is it possible to make a scriptable object hold a reference to a GO in the hierarchy or have an event point to a listener in the hierarchy. Is there anyway a scriptable object can communicate with the logic in the hierarchy?
Yes and no.
You can get an SO to GO reference and the reverse, but only during runtime.
When outside runtime, you can only get a SO to GO reference, an SO created in the editor outside of runtime can't reference any game object (it wouldn't know from which scene to get the GO).
Following is the code showing how to achieve this.
Scriptable Object Code
using System;
using UnityEngine;
[CreateAssetMenu(menuName = "Dog", fileName = "New Dog")]
public class Dog : ScriptableObject {
public GameObject Go;
public static event Action<string> ScriptableToGameobjectEvent;
private void Awake() {
EventScript.GameobjectToScriptableEvent += InstanceCreated;
if (Application.isPlaying) {
ScriptableToGameobjectEvent("Dog Created");
}
}
private void InstanceCreated(GameObject go) {
Go = go;
Debug.Log(Go.name);
}
}
Game Object Code
using UnityEngine;
using System;
public class EventScript : MonoBehaviour {
public static event Action<GameObject> GameobjectToScriptableEvent;
public ScriptableObject myScriptable;
private void Awake() {
Dog.ScriptableToGameobjectEvent += DogCreated;
}
private void Start() {
myScriptable = ScriptableObject.CreateInstance<Dog>();
}
private void DogCreated(string str) {
Debug.Log(str);
GameobjectToScriptableEvent(gameObject);
}
}

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