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This question was closed Jun 06, 2018 at 12:28 PM by agarcia115 for the following reason:

The question is answered, right answer was accepted

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Question by agarcia115 · Jun 06, 2018 at 10:14 AM · c#unityeditor

How to get this string to change values for each button at runtime?

Hello there! Im a llitle bit stucked with this piece of code, actually i'm programming an OBJ Viewer where you can load elements dynamically. The problem comes when i need to load the OBJ, because i get an array of the OBJ PATHS (it has to be an array, cannot be a list) but i cant give it a value accord to the button they are implemented in.

This is my code for instantiate the buttons (is on a Scene manager where I run all the code)

  void Start()
     {
         i = 0;
         x = 0;
 
         exportPath = Application.dataPath + "/StreamingAssets";
         objPaths = Directory.GetFiles(exportPath, "*.obj");
 
         UnityEngine.Object[] allMeshFilters = UnityEngine.Object.FindObjectsOfType<MeshFilter>();
         foreach (UnityEngine.Object o in allMeshFilters)
         {
             MeshFilter meshFilter = (MeshFilter)o; //force o to get typecast to a MeshFilter
             if (meshFilter != null)
             {
                 initialTriCount += meshFilter.mesh.triangles.Length / 3;
 
             }
         }
 
         initialPos = NVRPlayer.transform.position;
 
         foreach (string objPath in objPaths)
         {
             
             GameObject buttonClone = Instantiate(buttonChoose);
             RectTransform rtClone = buttonClone.GetComponent<RectTransform>();
 
             buttonClone.transform.SetParent(scrollContent);
             buttonClone.GetComponent<RectTransform>().localPosition = new Vector3(0, 0, 0);
             buttonClone.GetComponent<RectTransform>().localScale = new Vector3(0.3030485f, 0.2993734f, 0.4927109f);
             buttonClone.GetComponent<RectTransform>().localRotation = new Quaternion(0, 0, 0, 0);
 
             buttonNumber.Add(buttonClone);
             Debug.Log(buttonNumber.Count);
 
             
             buttonClone.GetComponent<Text>().text = Path.GetFileName(objPaths[i++]);
 
             //objChosen = objPaths[x++]; This is my problem right now
 
             Debug.Log(objChosen);
 
             buttonClone.GetComponent<Button>().onClick.AddListener(LocalObj);
 
         }

As you see I instantiate a copy of a prefab button where i change the text to put the obj name. My problem comes when i need to instantiate my selected obj:

  public void LocalObj()
     {
         
         Destroy(objInstance);
         triCount = 0;
         objInstance = OBJLoader.LoadOBJFile(objChosen);
         OBJLoader.LoadMTLFile(objChosen);
 
         chooseMenu.SetActive(false);
                 
         UnityEngine.Object[] allMeshFilters = UnityEngine.Object.FindObjectsOfType<MeshFilter>();
         foreach (UnityEngine.Object o in allMeshFilters)
         {
             MeshFilter meshFilter = (MeshFilter)o; //force o to get typecast to a MeshFilter
             if (meshFilter != null)
             {
                 triCount += meshFilter.mesh.triangles.Length/3;
             }
         }
         Debug.Log((triCount - initialTriCount) + " tris");
 
             
             //objInstance.transform.localScale = new Vector3(1F, 1F, 1);
             objInstance.transform.localPosition = new Vector3(0f, 0.5f, 7.22f);
             objInstance.transform.localRotation = Quaternion.Euler(0f, 90f, 0f);
 
 
         objSize = new System.IO.FileInfo(objChosen).Length;
 
         CalculateLocalBounds();
 
         if (objSize > 1000000)
         {
             objSize = new System.IO.FileInfo(objChosen).Length / 10000000;
             Debug.Log(objSize + " MB");
             ObjInfo.text = "El objeto pesa " + objSize + " MB, y tiene " + (triCount - initialTriCount) + " triángulos";
         }
         else
         {
             objSize = new System.IO.FileInfo(objChosen).Length / 1000;
             Debug.Log(objSize + " kB");
             ObjInfo.text = "El objeto pesa " + objSize + " KB, tiene " + (triCount - initialTriCount) + " triángulos y su escala es " + bounds.extents;
         }
            
     }


There, objChosen shall be selected using UI button at runtime, but don't know how to make that first button's objChosen options is related to the first obj in objPaths[]

Any suggestions! Thanks!

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Best Answer

Answer by andrew-lukasik · Jun 06, 2018 at 11:42 AM

 string path = objPaths[i++];
 buttonClone.GetComponent<Text>().text = Path.GetFileName(path);
 buttonClone.GetComponent<Button>().onClick.AddListener(
     ()=>{ LocalObj( path ); }
 );
 
 void LocalObj ( string filePath) {/*code*/}//change LocalObj method so it accepts this file path
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avatar image andrew-lukasik · Jun 06, 2018 at 11:42 AM 0
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Also

 UnityEngine.Object[] all$$anonymous$$eshFilters = UnityEngine.Object.FindObjectsOfType<$$anonymous$$eshFilter>();
 foreach (UnityEngine.Object o in all$$anonymous$$eshFilters)

should be:

 $$anonymous$$eshFilter[] all$$anonymous$$eshFilters = FindObjectsOfType<$$anonymous$$eshFilter>();
 foreach ($$anonymous$$eshFilter meshFilter in all$$anonymous$$eshFilters)

or:

 var all$$anonymous$$eshFilters = FindObjectsOfType<$$anonymous$$eshFilter>();
 foreach (var meshFilter in all$$anonymous$$eshFilters)
 //var will figure out the type

so you won't have to cast

avatar image agarcia115 · Jun 06, 2018 at 12:10 PM 1
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Such a great answer! Worked just like that, thank you!!!!

avatar image andrew-lukasik agarcia115 · Jun 06, 2018 at 12:15 PM 0
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You're welcome :)

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