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Question by drorriov · Aug 03, 2017 at 11:20 AM · c#unity 5

Load a script from code and access it's parameters.

Hello,

I have like 50 different scripts for different camera effects.

I want to make a generic script prefab with inspector to allow to drag and drop the effect i want to use for a specific level.

Currently i allow to add a string of the script name, like:

  System.Type MyScriptType = System.Type.GetType(StringOfMyScriptName + ",Assembly-CSharp");
  Component effectInstance = Camera.main.gameObject.AddComponent(MyScriptType);

Which actually adds the script to the main camera.

My issue is that i can't access the script public parameters, like enabled, or effect values or maybe i am using a wrong method to handle the effects.

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avatar image nOsmircK · Aug 03, 2017 at 12:03 PM 0
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Try this $$anonymous$$yScripType effectInstance = Camera.main.gameObject.AddComponent<$$anonymous$$yScripType>() as $$anonymous$$yScripType;

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Answer by cgarossi · Aug 03, 2017 at 12:05 PM

Hi. You won't know this information unless you create an interface for that type. You are creating an instance of the object at runtime but at design the type information isn't available because it's not declared anywhere.

To access the properties of the class you should bind it to an interface which provides an abstract definition for you.

For example:

 public interface IMyClass
 {
     public string MyProperty {get;set;}
     public void MyFunction();
 }
 
 public MyClass : Monobehaviour, IMyClass
 {
     //implementation of IMyClass
 }
 
 Your code:
 
 System.Type myType = System.Type.GetType(myClassString +" , Assembly-CSharp");
 
 var myInstance = (IMyClass)Camera.main.gameObject.AddComponent(myType);
 
 

However, Unity doesn't play nice with interfaces, since interfaces do not allow fields to be defined, only properties and Unitys inspector will not serialize properties.

But you'll be able to work around that by using property backing fields in your implementation.

Also since your class is declared in a seperate assemmbly, your calling assembly will need a reference to the interface and so will the assembly with your implementation. Basically an interface provides the bridge between the implementation and the consumption of your class.

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avatar image drorriov · Aug 03, 2017 at 01:07 PM 0
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From some reason i get: InvalidCastException: Cannot cast from source type to destination type in the line: var myInstance = (I$$anonymous$$yClass)Camera.main.gameObject.AddComponent(myType);

avatar image cgarossi drorriov · Aug 03, 2017 at 03:08 PM 0
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$$anonymous$$yClass must implement I$$anonymous$$yClass

avatar image cgarossi drorriov · Aug 03, 2017 at 03:12 PM 0
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 public interface IOtherItem
 {
     string Test { get; set; }
 }
 
 public class OtherItem : $$anonymous$$onoBehaviour, IOtherItem
 {
     public string Test
     {
         get { return ItemTest; }
         set { ItemTest = value; }
     }
 
     public string ItemTest;
 }
 
 public class Test : $$anonymous$$onoBehaviour {
 
     // Use this for initialization
     void Start () {
         AddItem();
     }
     
     // Update is called once per frame
     void Update () {
         
     }
 
     public void AddItem()
     {
         Type myType = System.Type.GetType("OtherItem");
 
         var instance = (IOtherItem)Camera.main.gameObject.AddComponent(myType);
        
     }
 }

This works fine

avatar image drorriov cgarossi · Aug 03, 2017 at 03:38 PM 0
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Yes, i see, almost exactly as i did.

Remember i am calling in System.Type.GetType("$$anonymous$$yCameraEffectScript1"); an external script for the camera effect which as properties i want to access. Like "Fade" in float value.

How do i access that Fade property?

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