ScriptableObject not Serializing?
Hello, I am relatively new to Unity and I am trying to create a simple top-down shooter where gun assets can be easily created with different behaviours (e.g. different projectiles, alt-fires, reload mechanics, etc.) by referencing a script that defines each behaviour.
I created a Custom Editor for a GunObject class which should allow you to select a C# script (MonoScript) which then creates an instance of a FireBehaviour class (derives from ScriptableObject) which defines the general behaviour. The Editor then display the fields of that script to allow you to tweak the behaviour.
It works perfectly fine until I press the Play button or select a different target for the Inspector, which causes the information displayed in the Inspector is reset. What little I know about Serialization leads me to believe that the FireBehaviour instances aren't being serialized despite deriving from ScriptableObject but it could be any number of other issues.
Here is the GunObject class:
using UnityEngine;
using UnityEngine.Events;
using System.Collections;
using UnityEditor;
[CreateAssetMenu()]
public class GunObject : ScriptableObject {
public FireBehaviour behaviour;
public void Act() {
if (Input.GetButton ("Primary Fire")) {
behaviour.PrimFire ();
}
if (Input.GetButton ("Alt Fire")) {
behaviour.AltFire ();
}
if (Input.GetButton ("Reload")) {
behaviour.Reload ();
}
}
}
The FireBehaviour class:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FireBehaviour : ScriptableObject {
public virtual void PrimFire () {}
public virtual void AltFire () {}
public virtual void Reload () {}
}
A subclass of FireBehaviour:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ConventionalBehaviour : FireBehaviour {
public GameObject projectile;
public float accuracy;
public int clipSize;
public override void PrimFire () {
//Shoot Bullet forward
Debug.Log("Bang!");
}
public override void AltFire () {
//Aim down sights
}
public override void Reload () {
//Reset clipSize
}
}
And the Custom Editor:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
[CustomEditor(typeof(GunObject))]
public class WeaponScriptEditor : Editor {
private SerializedProperty behaviour;
private MonoScript behaviourScript;
public void OnEnable() {
behaviour = serializedObject.FindProperty("behaviour");
}
public override void OnInspectorGUI() {
serializedObject.Update ();
FireBehaviour b=null;
behaviourScript = (MonoScript)EditorGUILayout.ObjectField ("Fire Behaviour", behaviourScript, typeof(MonoScript), false);
if (behaviourScript != null && behaviourScript.GetClass ().IsSubclassOf (typeof(FireBehaviour))) {
b = (FireBehaviour)ScriptableObject.CreateInstance (behaviourScript.GetClass ());
Editor editor = Editor.CreateEditor (b);
EditorGUILayout.LabelField ("Fire Behaviour Editor:");
editor.OnInspectorGUI ();
AssetDatabase.AddObjectToAsset (b, target);
behaviour.objectReferenceValue = b;
} else {
EditorGUILayout.LabelField ("Script must derive from FireBehaviour!");
}
serializedObject.ApplyModifiedProperties();
}
}
I would really appreciate any advice since it feels like I've been banging my head against the wall all day! Thanks.
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