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Question by $$anonymous$$ · Nov 24, 2016 at 12:20 AM · c#serializationstatic

Help implementing code ;)

Hello! So im currently making SpriteManager, that has Serializable struct, that has sprite and name variables.

Idea is to get sprite by name from every script and i had no problems, but to use function outside i need to make it static, where comes a problem, if i make static function - i should make static List also, but im loosing an opportunity to define struct in the inspector. How can i solve this? Thanks in advance.

 using UnityEngine;
 using System.Collections.Generic;
 
 public class Image_Manager : MonoBehaviour
 {
     [System.Serializable]
     public struct Image
     {
         public Sprite sprite;
         public string name;
     }
     //if i make this static i cant define struct in the inspector
     public List<Image> Images = new List<Image>();
     // Use this for initialization
 
     //If i make this static - i should make a list static
     public Sprite GetSpriteByName(string name)
     {
         
         for (int i = 0; i < Images.Count; i++)
         {
             if (name == Images[i].name)
                 return Images[i].sprite;
         }
         return null;
     }
 }
 
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Answer by christoph_r · Nov 24, 2016 at 01:29 AM

Why not use a singleton pattern?

 public static Image_Manager instance;
 
 void Start()
 {
     if (instance != null)
         destroy(this);
     else
         instance = this;
 }

You can then access the sprites through the Image_Manager's instance while still having it serializable. By the way, if performance is a concern you might want to generate a Dictionary from your list of images and access the dictionary rather than looping through the list each time. Also, Unity's naming convention is CamelCase for classes and camelCase for fields.

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Answer by Desination-X · Nov 24, 2016 at 04:27 AM

What you can do is create a singleton instance.

  using UnityEngine;
  using System.Collections.Generic;
  
  public class Image_Manager : MonoBehaviour
  {
 
      public static Image_Manager singleton;
 
      void Start (){
           if(singleton == null){
                singleton = this;
           } else Destroy(this);
      }

      [System.Serializable]
      public struct Image
      {
          public Sprite sprite;
          public string name;
      }
      //if i make this static i cant define struct in the inspector
      public List<Image> Images = new List<Image>();
      // Use this for initialization
  
      //If i make this static - i should make a list static
      public Sprite GetSpriteByName(string name)
      {
          
          for (int i = 0; i < Images.Count; i++)
          {
              if (name == Images[i].name)
                  return Images[i].sprite;
          }
          return null;
      }
  }

The only thing is, you can't have more than one Image_Manager in any scene, and if you do have more than one, the latter will destroy itself.

You can now access any public variables using Image_Manager.singleton :)

Hope this answers your question.

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