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Question by FatCatz · Nov 13, 2016 at 10:15 PM · editoreditor-scriptingeventsserializedpropertyserializedobject

Get UnityEvent reference from SerializedProperty

I have a custom editor in which I'm displaying a UnityEvent. All works fine. However, I want to always ensure the PersistentListenerState is always Runtime only. Unfortunately I'm unable to convert the SerializedProperty of a UnityEvent to an actual UnityEvent. I was anticipating I could just always set the PersistentListenerState to enforce this.

 private void OnEnable() {
     mMyEventProp = serializedObject.FindProperty("mMyEvent ");
 }

 public override void OnInspectorGUI() {
     serializedObject.Update();
     EditorGUILayout.PropertyField(mOnCreatePayloadProp);

     //I was hoping to do something like
     var myEvent = mMyEventProp.objectReferenceValue as MyEvent;
     for (int index = 0; index < myEvent.GetPersistentEventCount(); index++) {
         myEvent.SetPersistentListenerState(index, UnityEventCallState.RuntimeOnly);
     }
     //But get compile time error with casting objectReferenceValue

     serializedObject.ApplyModifiedProperties();
 }


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Answer by Adam-Mechtley · Nov 14, 2016 at 08:33 AM

Hi @FatCatz! SerializedProperty.objectReferenceValue only returns the value for properties whose type is UnityEngine.Object or a subclass. You want to do something like the following:

 serializedObject.Update ();
 EditorGUILayout.PropertyField (mMyEventProp);
 SerializedProperty persistentCalls = mMyEventProp.FindPropertyRelative ("m_PersistentCalls.m_Calls");
 for (int i = 0; i < persistentCalls.arraySize; ++i)
     persistentCalls.GetArrayElementAtIndex (i).FindPropertyRelative ("m_CallState").intValue = (int)UnityEngine.Events.UnityEventCallState.RuntimeOnly;
 serializedObject.ApplyModifiedProperties ();

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avatar image FatCatz · Nov 18, 2016 at 01:34 AM 0
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Worked like a charm. Thank you. They really make that hidden.

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