Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Wiking_Division · Jun 12, 2014 at 07:59 PM · c#editorinspectoreditor-scripting

How to access one class instance in editor script?

I have a script which gets FieldInfo from constructor arguments and store it within an Action class. I am trying to create instances of my own event class in inspector via reflection.

using UnityEngine; using System.Collections; using System.Reflection; using System.Collections.Generic;

[CustomEditor(typeof(EventScript))] public class EventScript : MonoBehaviour {

 public class Action
 {
     float time;
     List<FieldInfo> fieldInfos;
     List<object> fieldValues;
     
     public Action(float time, FieldInfo[] fieldInfos, string eventName)
     {
         this.time = time;
         this.fieldInfos = fieldInfos;
         this.fieldValues = new List<object>();
     }
 }
 
 public List<Action> actions;
 
 void CreateEvent()
 {
     // Call constructor of Event via reflection
 }

}

Then I try to get access to this List actions from Editor script and call a constructor with entered values;

using UnityEngine; using System.Collections; using UnityEditor; using System.Collections.Generic;

public class EventEditor : Editor {

 private List<EventScript.Action> actions;
 private EventScript currentEventScript;
 
 void OnEnable()
 {
     ...
 }
 
 void OnInspectorGUI()
 {
     // Fields for creating an instance of Event
     currentEventScript.CreateEvent(object[] arguments);
 }

}

How to get access to List "events" and current instance of EventScript from editor script? Or maybe there is a completely different approach?

I tried few different ways, but each time I've ended up with NullReferenceException.

The whole thing looks like these madskills below: different EventScripts contain different Actions and call constructors in different time.

alt text

question.jpg (35.0 kB)
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
1
Best Answer

Answer by Wiking_Division · Jun 13, 2014 at 07:14 PM

Solved!

Add [ExecuteInEditMode] to EventScript

and EventScript the_script = (EventScript)target; in EditorScript!

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Eastwing · Dec 03, 2014 at 07:04 AM 1
Share

Wiking_Division, are you still there?

Could you please explain what is "this_script" in your solution and where that command placed in EditorScript exactly? Thank you

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

3 People are following this question.

avatar image avatar image avatar image

Related Questions

Custom Editor Script resets values on Play 1 Answer

How To Force an Inspector to Repaint 3 Answers

TexturePropertySingleLine in Editor class 0 Answers

Editor Script, Index Out of Range Exception after Play 1 Answer

Gizmos.DrawLine is dissapearing after returning to editor after Playing the scene 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges