Jump to content
  • Advertisement

Ahmed Sabry

Member
  • Content Count

    1
  • Joined

  • Last visited

Community Reputation

0 Neutral

About Ahmed Sabry

  • Rank
    Newbie

Personal Information

  1. I have some fun here for those who search for game objects and components in the scenes using Unity: GameObject.Find("") , FindObjectOfType<> , GetComponent<> Or any other searching method. And since searching for objects and components is a high cost operation and annoying for some people. This is a very simple and easy pattern that will make the process easier. We start with making a class StaticObject, which holds the game object, its name, and a reference to its components that we will need to use. And then we create a class AllStaticObjects, which holds a list of the StaticObject to assign in the inspector, and an indexer to search for the desired game object by its name. Second step is creating a class StaticObjectComponent, which holds a component and its name. Then a class AllComponents, which holds a list of, StaticObjectComponent to assign in the inspector, and an indexer to search for the desired component by its name. Of course we don't forget to mark all the classes as [System.Serializable] So that they be displayed in the inspector. In our manager script, we make a singleton, and a public reference to AllStaticObjects class to assign them from the inspector. Now, if we want to access a game object we can just type it like this: GameObject ui =(GameObject)StaticObjectsManager.Instance.AllObjects["UI Canvas"].TheGameObject; if we want to access a component, we will do: var animation = (Animation)StaticObjectsManager.Instance.AllObjects["UI Canvas"].AllComponents["Animation"].Component; This is the full code. using System; using System.Collections; using System.Collections.Generic; using UnityEngine; [System.Serializable] public class AllStaticObjects { public List<StaticObject> Objects; public StaticObject this[string name] { get { foreach (StaticObject staticObject in Objects) { if (staticObject.Name == name) { return (staticObject); } } throw (new MissingReferenceException("The game object with name -" + name + "- is not found")); } } } [System.Serializable] public class StaticObject { public string Name; public GameObject TheGameObject; public AllComponents AllComponents; } [System.Serializable] public class AllComponents { public List<StaticObjectComponent> Components; public StaticObjectComponent this[string name] { get { foreach (StaticObjectComponent component in Components) { if (component.Name == name) { return (component); } } throw (new MissingReferenceException("The component with name -" + name + "- is not found in the game object " + name)); } } } [System.Serializable] public class StaticObjectComponent { public string Name; public Component Component; } public class StaticObjectsManager : MonoBehaviour { public static StaticObjectsManager Instance; #region Singleton private void Awake() { if (Instance == null) { Instance = this; DontDestroyOnLoad(gameObject); } else { Destroy(gameObject); } } #endregion #region Game Objects public AllStaticObjects AllObjects; #endregion }
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!