I'm having trouble showing a public field of a ScriptableObject which is a child of the component I'm inspecting. While I can easily do this in another way, I need this method to work for other variables. (ReorderableLists)
I simplified the problem, maybe I was just doing something obvious wrong, but I can't see what I'm doing wrong.
Code + error:
http://answers.unity3d.com/storage/temp/70243-error.png
class SomeComponent : MonoBehaviour{
public MyScriptable scriptable; //instantiated and saved as asset
}
[Serializable] class MyScriptable : ScriptableObject{
[SerializeField] public float value = 0.1f;
}
[CustomEditor(typeof(SomeComponent))] class SomeComponentEditor : Editor{
public override void OnInspectorGUI() {
if((target as SomeComponent).scriptable==null) (target as SomeComponent).scriptable = ScriptableObject.CreateInstance(typeof(MyScriptable)) as MyScriptable;
EditorGUILayout.PropertyField(serializedObject.FindProperty("scriptable"));
//shows the asset
EditorGUILayout.PropertyField(serializedObject.FindProperty("scriptable").FindPropertyRelative("value"));
//error
}
}
To fix your code you can do this:
using UnityEditor;
using UnityEngine;
class SomeComponent : MonoBehaviour
{
public MyScriptable myScriptable;
}
class MyScriptable : ScriptableObject
{
public float myChildValue = 0.1f;
}
[CustomEditor(typeof(SomeComponent))]
class SomeComponentEditor : Editor
{
public override void OnInspectorGUI()
{
SomeComponent someComponent = target as SomeComponent;
if (someComponent.myScriptable == null)
someComponent.myScriptable = CreateInstance<MyScriptable>();
SerializedProperty myScriptableProp = serializedObject.FindProperty("myScriptable");
EditorGUILayout.PropertyField(myScriptableProp);
SerializedObject child = new SerializedObject(myScriptableProp.objectReferenceValue);
SerializedProperty myChildValueProp = child.FindProperty("myChildValue");
EditorGUILayout.PropertyField(myChildValueProp);
child.ApplyModifiedProperties();
}
}
To inspect a child object, you first need to create a SerializedObject version of it, which then can be searched for properties as usual.
Also, the Serializable attribute is not needed on classes which derive from ScriptableObject and the SerializeField attribute is only needed when serializing private fields; public fields are serialized by default in Unity.
Without knowing the original context of your code, your approach seems a little peculiar to me. ScriptableObject instances are meant to be used as asset files in your Unity project. Have you used the CreateAssetMenu attribute yet? Usually, you would create your assets manually via the menu and then plug them into your components. The way you are doing it, it won't be written to disk, so why use ScriptableObject and not just a normal class? But maybe it all makes sense in your actual context, so never mind if I'm wrong.
Hack solution found:
SerializedObject newserobj = new SerializedObject(serializedObject.FindProperty("scriptable").objectReferenceValue );
EditorGUILayout.PropertyField(newserobj.FindProperty("value"));
newserobj.ApplyModifiedProperties();
Related
I am developing a small nuclear reactor simulator game. I have a bunch of reactor component classes: HeatVent, HeatExchanger, UraniumCell etc. They are not deriving from MonoBehaviour since they don't have any Unity logic, but they do implement a shared interface IReactorComponent. What I want to do is to be able to create prefabs of such components (simple heat vent, advanced heat vent, doubled uranium cell etc.) The prefabs would have different sprites and something like that, but the main issue is to define what reactor component class the prefab is related to, because I can't just drag'n'drop a non-MonoBehaviour script on inspector. Also, I want to be able to set settings in the inspector (for example, HeatVent has CoolAmount and HeatCapacity properties, UraniumCell has FuelAmount, HeatProduce and PowerProduce properties).
I have read about factory method pattern and as I understood, I have to create a fabric class that derives from MonoBehaviour for each reactor component class like HeatVentBehaviour, HeatExchangerBehaviour etc. Yes, that completely solves my issue with prefabs but is there any way to not create an additional MonoBehaviour wrap for each class? If I had 15 IReactorComponent classes, I would need to create 15 fabrics which feels like not the greatest solution.
Sounds like what you are looking for is ScriptableObject!
Instances of those are assets so they don't live in a scene but in the Assets folder and basically behave a little bit like prefabs except: They already exist and do not need to be instantiated anymore.
Mostly they are used as just configurable data containers. They have an Inspector so you can easily fill them with your desired data and references to other assets (e.g. the related prefab in your case).
But in addition you can as well let them implement behavior like your interface and thereby change the behavior of your scene objects by using different implementations of a method from different ScriptableObjects!
For the factory you then only need to figure out for which method to use which ScriptableObject instance e.g. either by having different methods or by having a Dictionary where you fill in your SO references.
Just as an example how this might look like (make sure each MonoBehaviour and ScriptableObject has its individual script file with matching name)
SpawnManager.cs
public class SpawnManager : MonoBehaviour
{
[SerializeField] private ReactorComponentBehaviour _behaviourPrefab;
[SerializeField] private BaseReactorComponent[] _components;
public bool TrySpawn<T>(out T component, out ReactorComponentBehaviour componentBehaviour) where T : IReactorComponent
{
component = default(T);
componentBehaviour = default;
var foundComponent = components.FirstOrDefault(c => c.GetType() == typeof(T));
if(foundComponent == null)
{
Debug.LogError($"No component found of type {T.GetType().Name}!");
return false;
}
// Here Instantiate doesn't spawn anything into the scene but
// rather creates a copy of the ScriptableObject asset
// This is just to avoid that any changes in the fields during the game
// would change the original ScriptableObject asset and thereby ALL related behavior instances
component = Instantiate ( (T) foundComponent);
// This now indeed spawns the related MonoBehaviour + GameOver
componentBehaviour = Instantiate (behaviourPrefab);
componentBehaviour.Init(component);
return true;
}
}
BaseReactorComponent.cs
public abstract class BaseReactorComponent : ScriptableObject, IReactorComponent
{
public abstract void WhateverIReactorComponentNeeds();
// Common fields and methods e.g.
public Sprite Icon;
}
HeatVent.cs
[CreateAssetMenu]
public class HeatVent : BaseReactorComponent
{
public int CoolAmount;
public int HeatCapacity;
public override void WhateverIReactorComponentNeeds ()
{
// Do something
}
}
UraniumCell.cs
[CreateAssetMenu]
public class UraniumCell : BaseReactorComponent
{
public int FuelAmount;
public int HeatProduce;
public int PowerProduce;
public override void WhateverIReactorComponentNeeds ()
{
// Do something
}
}
And finally you need only one base prefab with the
ReactorComponentBehavior.cs
public class ReactorComponentBehavior : MonoBehaviour
{
[SerializeField] private Image _image;
private IReactorComponent _component;
public void Init(IReactorComponent component)
{
_componemt = component;
// Do other stuff like e.g. adjust visuals according to the component etc
_image.sprite = component.Icon;
}
// And then use whatever this behavior should do with the assigned component
}
So in the end you would use that like e.g.
if(spawManagerReference.TrySpawn<HeatVent>(out var component, out var componentBehaviour)
{
// Do something with the behavior e.g. set its position, parent etc
}
else
{
Debug.LogError($"Failed to get a {nameof(HeatVent)}!");
}
If then at some point you still want different additional behaviours you could let them inherit from the common ReactorComponentBehavior and rather reference the prefabs inside the BaseReactorComponent itself .. then every component can bring its own prefab but still have a common core behaviour
I'm creating an enemy (from EnemyCreator1 class) with both EnemyMove1 and MarkusEnemy scripts (EnemyMove1 is a parent class to MarkusEnemy class). In EnemyCreator1 class I set value mainState of the script EnemyMove1 to "CHASE", but when I'm trying to access it from that class it says that mainState is "IDLE" (Please read my coments below because there are more explanations about what am I trying to achieve)
public class EnemyMove1 : MonoBehaviour
{
public enum mainStates { IDLE, CHASE }
public mainStates mainState;
void Update()
{
Debug.Log(mainState); //mainstate == IDLE, but should be CHASE
}
}
public class EnemyCreator1 : MonoBehaviour
{
[SerializeField] private GameObject enemyPrefab;
public void CreateEnemyAndSetItsStateToChase()
{
GameObject enemy = Instantiate(enemyPrefab);
enemy.GetComponent<EnemyMove1>().mainState = EnemyMove1.mainStates.CHASE;
}
}
public class MarkusEnemy : EnemyMove1
{
void Update()
{
EnemyMove enemyMoveScript = GetComponent<EnemyMove>();
Debug.Log(enemyMoveScript.mainState); //mainstate == CHASE
}
}
From the above code it looks like you are inheriting from a different base class EnemyMove, not EnemyMove1.
Thank you guys for helping me, after searching for the information about base classes I decided that it is impossible to access directly it's variables from another objects' scripts so I just simply call methods with variables as arguments (I put variables in round brackets of the method)
I've been trying to perfectly structure this project I'm working on in different classes while maximizing the benefits of inheritance. So far however, it's given me more headaches than benefits.
Consider this:
public class SuperClass : MonoBehaviour
{
[SerializeField] protected Camera _camera;
}
and this
public class SubClass : SuperClass
{
}
Both scripts are attached to different game objects in the scene.
The Camera is to be assigned by dragging it in the inspector
I tried this, and unity seemed to tell me that I had to assign the camera to the SuperClass game object AND to the subclass game object, which makes no sense to me.
How can I assign a camera to SuperClass.cs, which is then used and shared by all of its subclasses?
Thanks in advance!
shared by all of its subclasses
Shared by classes could can only be achieved by using "static" (static variable or singleton).
A workaround could be
public class SubClass :SuperClass
{
[SerializeField] Camera camera;
void Awake()
{
if(camera!=null)
{
_camera=camera;
}
}
// Start is called before the first frame update
void Start()
{
camera=_camera;
}
}
To further extend the solution, you could write a editor script or just get the camera from the code.
You need to create public static Camera property somewhere and reference it in your code, using property:
public static class StaticValues
{
public static Camera Camera {get; set;}
}
public class SuperClass : MonoBehaviour
{
[SerializeField] protected Camera _camera
{
get
{
return StaticValues.Camera;
}
set
{
StaticValues.Camera = value;
}
}
}
public class SubClass : SuperClass
{
}
I'm trying to create a component for a Unity GameObject, let's call it MediaController. I want it to be able to manage timing (play/pause/etc) for different media (audio/video). I created an abstract class PlayableMedia with basic properties/fields/methods and created 2 classes, PlayableVideo and PlayableAudio, that inherit and implement according to our needs.
The intent was to have a singular list of PlayableMedia that could be audio/video agnostic, allowing an easy (i.e.) media.Play() call regardless of type at specific app times... but my field public List<PlayableMedia> MediaList; is not appearing in the editor and there is no error.
So ultimately my question is as the title states: is it possible to use the PlayableMedia class as the type of a field?
I'm suspecting "no" based on my experiences with this, but I've found links that say "yes" or "yes, sort of" that seem to point to custom editors/inspectors/drawers, but I have 0 experience with those and haven't been able to get it implemented (see below).
[System.Serializable]
public class RegisteredMedia
{
public float StartTime;
public PlayableMedia Media;
}
[CustomPropertyDrawer(typeof(RegisteredMedia))]
class RegisteredMediaDrawer : PropertyDrawer
{
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
EditorGUI.BeginProperty(position, label, property);
position = EditorGUI.PrefixLabel(position, GUIUtility.GetControlID(FocusType.Passive), new GUIContent("Playable Media"));
var indent = EditorGUI.indentLevel;
EditorGUI.indentLevel = 0;
Rect rectStartTime = new Rect(position.x, position.y, 30, position.height);
Rect rectMedia = new Rect(position.x + 35, position.y, 50, position.height);
EditorGUI.PropertyField(rectStartTime, property.FindPropertyRelative("StartTime"), GUIContent.none);
EditorGUI.PropertyField(rectMedia, property.FindPropertyRelative("Media"), GUIContent.none);
EditorGUI.indentLevel = indent;
EditorGUI.EndProperty();
}
}
public class MediaController : MonoBehaviour
{
public List<RegisteredMedia> MediaList = new List<RegisteredMedia>();
\\[...] rest of implementation
}
Can anyone help me out? Either confirm that it isn't possible, or help me with an implementation if it is?
Also, if it can be done with custom editors/inspectors/drawers, can someone help me get a single item in the List<RegisteredMedia> to display as Start Time ____ Playable Media [=====] (where PlayableMedia will be a GameObject with the proper component attached)?
Be careful of your use of the word "property". In C# it means something very specific.
is it possible to use the PlayableMedia class as the type of a property?
I think you are asking the wrong question here. Rather than coming up with a new implementation, consider why your current implementation might not be working?
Firstly, I'll give you the following example:
public abstract class Car : MonoBehaviour { }
public class Jeep : Car { }
public class Ferrari : Car { }
public class CarHolder : MonoBehaviour
{
public List<Car> Cars;
}
In this example, I could create a GameObject with the CarHolder component, and was able to attach both Jeep and Ferrari Objects. It is important to note that each monoBehavior class I defined sits in its own file and the file name matches the class name. This is just how Unity works.
So to answer the question I think you are asking (assuming we replace "property" with "field"), it is indeed possible to use abstract class types and have them show up in the inspector. I suspect that you need to separate your classes into separate files.
It's possible natively since 2019.3 release via [SerializeReference] attribute https://docs.unity3d.com/ScriptReference/SerializeReference.html
e.g.
using System.Collections.Generic;
using UnityEngine;
using System;
[Serializable]
public abstract class AbstractExample {
public int foo;
}
// [Serializable] not needed here
public class ConcreteExample : AbstractExample {
}
public class Consumer : MonoBehaviour {
[SerializeReference]
public List<AbstractExample> examples = new() { new ConcreteExample() };
// both the list and the concrete instance visible in the editor
// and editable without any additional editor extensions
// note that you can't effectively add new items to the list via editor
// since that way you create a faulty abstract-ish instances instead
// (no actual way for the editor to know what subtype do you want)
// if you're OK with having the base class being not explicitly abstract
// and can provide a sensible constructor for it, just drop the abstract
// you'll still have full polymorphism support etc. with SerializeReference
}
I'm not really sure how to describe it exactly so let me show you what is going on.
I have a PlayerControls script which looks like this (note: I stripped everything except for the necessities).
namespace Player.Controls {
internal class PlayerControls: MonoBehaviour {
public bool IsClimbing { get; private set; } = false;
public bool IsGrounded { get; private set; } = false;
}
}
These variables are set in this class depending if the player is climbing/touching the ground. This script resides on the "Player" GameObject in the scene.
I have another script called PlayerControllerwhich looks like this
using Player.Controls;
public class PlayerController: Singleton<PlayerController> {
internal PlayerStats stats = new PlayerStats();
//PlayerStats nested class (see below)
}
The Singleton class only checks if the generic type is null, if it is, it will use FindObjectOfType to get an instance. This script also resides on the "Player" GameObject.
Inside the PlayerController class, I have a nested class called PlayerStats. It looks like this
internal class PlayerStats : PlayerControls {
public new bool IsClimbing { get { return base.IsClimbing; } }
public new bool IsGrounded { get { return base.IsGrounded; } }
}
Notice this nested class in inheriting from PlayerControls.
The idea is that the PlayerControls class in inaccessible to all other classes except for PlayerController, and any information I want to obtain regarding the player can be obtained by getting the player's instance (via the singleton) and accessing the PlayerStats variable.
For example, assuming the variable inside Singleton which holds the instance is called Instance, one could do PlayerController.Instance.stats.IsClimbing; Everything works as expected, except for one thing.
In the Awake method of the PlayerController class, I do this
private void Awake() {
Debug.LogFormat("In PlayerController Awake(). Is PlayerController.stats null? {0}",
(stats.Equals(null) ? "Yes" : "No"));
Debug.LogFormat("IsClimbing : {0}", stats.IsClimbing);
}
In the output window, it prints
In PlayerController Awake(). Is PlayerController.stats null? Yes
IsClimbing : False
If I also put the same IsClimbing debug in the Update() method, the value is correct for when I start climbing.
So, finally, my question, how can I access the variables of the PlayerStats class with the stats variable if stats is null? I thought it may have been somehow calling straight to the PlayerControls properties, so I changed their names, removed the new inside of PlayerStats and even put a debug statement inside one of the properties inside PlayerStats, and it definitely gets called. For example,public bool IsClimbing { get { Debug.Log("Called IsClimbing inside PlayerStats."); return base.Climbing; } }
If it is getting called and working properly, how can it be null? I asked my professor and he doesn't seem to know why either. What is really going on here?
Edit:
As requested, the Singleton class:
public abstract class Singleton<T>: MonoBehaviour where T : MonoBehaviour {
private static T instance;
public static T Instance {
get {
if(instance == null) {
instance = FindObjectOfType<T>();
}
return instance;
}
}
}
Here is an image of the console output.
Digging around on the Unity forums it appears that the Equals method has been overridden (on Object which MonoBehaviour eventually derives from) which is why comparing a MonoBehaviour to null is not giving you what you might expect. The answer I link to suggests code like this is more appropriate:
stats == null || stats.Equals(null)