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Question by unity_bTkJGG31azdikQ · Jul 17, 2020 at 01:47 PM · pointerreferences

How to reference a variable itself? (not its value) (like pointer, but this is C#)

I have one script that exists across scenes and manages some automatic processes. I'll call this the "general script". I have another script type that has a new version for each scene. I'll call this the "specific script". I want the specific script to be able to create a TextMeshPro object and create a relationship to a variable in the general script. Then, as the general script runs, when the variable's value updates, it will update the text of the TextMeshPro object. I could do this by declaring a TextMeshPro object in the general script for every variable I might want to show/update in a specific scene, but it feels like there should be a cleaner way, such as creating a dictionary that can hold the display-value pairs as they are created in the specific script.

Concretely, the code would look something like this:

 //General script
 
 //...
 
 internal float numberIMightDisplayAndUpdate;
 Dictionary<TextMeshPro, {reference to a variable}> displayAssignments = new Dictionary<TextMeshPro, {reference to a variable}>();
 
 void UpdateDisplays() {
     foreach(KeyValuePair<TextMeshPro, {reference to a variable}> entry in displayAssignments) {
         entry.Key.text = entry.Value.ToString();
     }
 }

And:

 //Specific script
 
 //...
 
 TextMeshPro display1 = Instantiate(textMeshProPrefab);
 
 GeneralScript.displayAssignments.Add(display1, {reference to numberIMightDisplayAndUpdate});

But in C# I'm not sure how to reference the float object rather than its value, and I've been a bit confused by some of the descriptions of pointers and ref values I've found elsewhere.

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