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Question by UDN_984a6a41-7efc-499d-836d-6707af862f13 · Mar 02, 2020 at 04:04 AM · c#programmingscriptableobjectinheritance

Scriptable Object containing Scriptable Object

In my card game I have the following layout:

alt text

I create the asset in unity editor however when running

     ArgumentNullException: Value cannot be null.
     Parameter name: collection`

When checking in debug w/ visual studio it shows cards as being null: alt text

How do I reference a scriptable object from another scriptable object?


The actual code comprises of decks, wich holds card stacks, which holds cards. Please note that card can have a reference to another card. When initialised a CardStack Derived class is instantiated it takes the cards entered by the design team in the editor and puts it into a new private list (A singleTypeCardStack contains one type of card but puts multiple copies into the deck) that is returned when CardStack.GetCards(); is called. A blockerStack is used to create sections within the full deck/deck class that it can then decide to shuffle or not without shuffling the whole deck. When Deck is instantiated GetCards() on all the card stacks and added to its internal list that returned when Deck.GetCards() is called. The class diagram is basically this:

alt text


I can upload the code if needed but some variables names are slightly different to those in the class diagram.

classlayoutbasic.png (4.6 kB)
debugoutput.png (5.7 kB)
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avatar image oscarAbraham · Mar 30, 2021 at 06:49 PM 0
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Hi. Are your cards also assets? If not, are you adding them as subassets to your decks with AssetDatabase.AddObjectToAsset? I'm almost sure of what it is, but, to be certain, can you open a problem Deck asset with a text editor and show us what it says?

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Answer by ATLGAN · Mar 02, 2020 at 06:07 AM

You can do this using Editor code:

 #if UNITY_EDITOR
             public ExampleData FindAsset() {
                 string[] guids = UnityEditor.AssetDatabase.FindAssets("t:ExampleData");
                 if (guids.Length == 0)
                 {
                     ExampleData createdData = ScriptableObject.CreateInstance<ExampleData>();
                     return createdData
                 }
                 else
                 {
                     string path = UnityEditor.AssetDatabase.GUIDToAssetPath(guids[0]);
                     return UnityEditor.AssetDatabase.LoadAssetAtPath<ExampleData>(path);
                 }
             }
     #endif

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avatar image UDN_984a6a41-7efc-499d-836d-6707af862f13 · Mar 04, 2020 at 06:57 AM 0
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What file do i put this:

Is it in every scriptable object, just one (If so is it the base card or the SO that references card?) or does it go in its own file?

avatar image ATLGAN UDN_984a6a41-7efc-499d-836d-6707af862f13 · Mar 06, 2020 at 06:07 AM 0
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Actually, it doesn't matter, because the method already return the data back, but I recommend you keep it in the script where you keep the data.

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