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Question by BloodMarked · Jun 24, 2018 at 10:54 AM · c#editorinspectordynamic

how to link variable as inspector field

i want to implement a slider UI component which changes the value of another script on interaction.


p.e. i have a component Component with public float a.

and i have a sliderUI component SliderComponent which changes this variable based on the Input.


so onEnable the SliderComponent goes

 sliderValue = Component.a

and on Change / Input it goes

 Component.a = sliderValue;


but i want to reuse this component for multiple variables / sliders. meaning i want Component.a to be dynamic and assigned in the Editor / inspector.

how can i make this target an inspector property?


Overall i want similar inspector behavior to how functions are selected for UnityEvents.

But i dont know any way to pass a dynamic value into those functions / use the return value

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Answer by Hellium · Jun 24, 2018 at 11:50 AM

If I understand you right, you want a two ways binding between your slider and the variable of your class?

Here is how I would do it:

 [System.Serializable]
 public class FloatEvent : UnityEngine.Events.UnityEvent<float> {}
 
 private float a ;

 // Attach the setter to the `onValueChanged` event of the slider
 public float A
 {
     get { return a ; }
     set
     {
         if( !Mathf.Approximately( a, value ) )
         {
             a = value ;
             onAValueChanged.Invoke( a ) ;
         }
     }
 }
 
 // Attach the `value` setter of the slider to the `onAValueChanged` event of the script
 [SerializeField]
 private FloatEvent onAValueChanged;
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avatar image BloodMarked · Jun 24, 2018 at 02:38 PM 0
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nice!

i now use a setter function public set(float) in the other script and put it into the UnityEvent.

this synchronizes the slider variable to the script. perfect!

but as far as i understand, this is only one way binding?

is it possible to read the variable in the beginning to set the slider?

avatar image Hellium BloodMarked · Jun 24, 2018 at 02:45 PM 0
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In the onValueChanged event of the slider, if you provide the setter, you have a one way binding : slider → value

In the onAValueChanged event of the script, if you provide the value of the slider, you have the 2nd binding.

is it possible to read the variable in the beginning to set the slider?

Yes, you can call the event in the Start method

 void Start()
 {
     onAValueChanged.Invoke( A ) ;
 }

avatar image BloodMarked Hellium · Jun 24, 2018 at 03:55 PM 0
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i noticed that the Slider value is listed as dynamic float

how can i create such dynamic floats in other scripts?

the public floats in my other scripts are not listed / selectable in this UnityEvent type.

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