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Question by Rosa-Gao · Apr 16, 2015 at 08:48 AM · editorcomponentaccessing

[RESOLVED]How to get all available parameters from target Component

I'm making a editor to count value from another component, but I need to get reference or access to all parameter of that component. Actually this function from new UI system is exactly what I want. Any idea how to do this? Thanks :) alt text

leapcontrolpanel-2015416-下午-041109bmp.jpg (53.9 kB)
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Answer by fffMalzbier · Apr 16, 2015 at 09:50 AM

Sadly the documentation is not very helpful but here is how it works.

First you have to include the event namespace

 using UnityEngine.Events;

Then you can define your event:

 public UnityEvent myevent;

That should bring up the ui seen in your image.

If you like to invoke your event you can do it like this:

 if (myevent != null) {
     myevent.Invoke();
 }

http://docs.unity3d.com/ScriptReference/Events.UnityEvent.html

if you like to use events with parameter you have to define them via a custome class like this

 [System.Serializable]
 public class MyIntEvent : UnityEvent<int>
 {
 
 }


Then you can create a variable of that custom event type

 public MyIntEvent m_MyEvent;
 
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avatar image Rosa-Gao · Apr 17, 2015 at 09:34 AM 0
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Thank you! both solution work out very well :)

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Answer by frarees · Apr 16, 2015 at 09:20 AM

If you want to access class members (i.e. fields, properties, methods...) you shall use reflection (System.Reflection namespace). Check MSDN docs.

Here's a simple example that would get all the public fields defined in a Test class.

 FieldInfo[] fields = typeof (Test).GetFields ();

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avatar image Rosa-Gao · Apr 17, 2015 at 09:36 AM 0
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This way is more customizable for Editor script, thank you so much! I never know this before.

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Answer by Rosa-Gao · Apr 17, 2015 at 09:59 AM

Both @fffMalzbier and @frarees solution work out very well! UnityEvent way is much easier, But FieldInfo is more customizable when making Editor script. Very thanks both of you, I never know this before :)

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