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Question by AntFitch · Oct 23, 2013 at 04:56 AM · classscriptableobjectpointercustom inspector

How to dereference multi-tired class?

I created a custom inspector that is used to add actions to a scriptable object file. Each action is a class with loads of data in it. Here is an example:

 // Character Actions
 [System.Serializable]
 public class Actions
 {
     public string actionName = "";
     public Character[] template = new Character[10];
     public int[] arg_int = new int[15];
     public float[] arg_float = new float[10];
     public string[] arg_string = new string[10];
     public bool[] arg_bool = new bool[10];
 }

If I copy and paste an action in my custom inspector's list, this inserts a pointer to the original action. So if I make any changes to either action in the inspector, both actions are updated. I have found only two ways to dereference the pointer:

(a) test play the game. when I start/stop test play, the actions are no longer linked.

(b) assign every value manually to a copied action. This is an annoying amount of work. Here is an example:

 public Actions CopyMembers (Actions pAction)
 {
     Actions newAction = new Actions();
     newAction.actionName = pAction.actionName;
     ... continue steps for arrays and embedded classes...
     return newAction;
 }    

The above code derefernces the pointers as long as I change every single value separately. If there is a class inside Action, I have to complete the same steps for every single value in every embedded class. It's insane!

Am I missing an easy way to dereference a pointer to a class that has multiple levels of data?

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