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Question by Macro · Jul 16, 2014 at 11:53 AM · c#editorcomponent

RequireComponent at variable level?

I was wondering if you can use RequireComponent or any other sort of attribute to indicate that a variable of a component requires a component.

For example I have a component like so:

 public class FormationController : MonoBehaviour
 {
     public List<GameObject> targets;
     
     void Update() 
     {
         // loop round assume i is index
         // get the component off the targets and set data on target component
         var targetComponent = target[i].GetComponent<SomeCustomComponent>();
         targetComponent.SetSomeValue = 10;
     }
 }

Now I can use that and it would be fine, however it would be nice if in the GUI I can specify that a target can only be added via the editor if it has a component on it, much like I can at the class level to say this component can only be added to an entity with a required component.

So can RequireComponent be used this way? and if not is there any other approach to get some more safety around the targets having the desired component?

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Answer by codestage · Jul 16, 2014 at 12:13 PM

I'm not sure I understood you correctly, but I'd suggest to declare array of desired component type instead of just GameObject. e.g.:

 public List<SomeCustomComponent> targets;
     
 void Update() 
 {
     // loop round assume i is index
     // get the component off the targets and set data on target component
     SomeCustomComponent targetComponent = target[i];
     targetComponent.SetSomeValue = 10;
 }
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avatar image Macro · Jul 16, 2014 at 01:05 PM 0
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Will give that a try as I can get the transform from the GameObject I assume. I just want the user to be able to drag stuff into the list via the unity editor window but I need it to confirm the objects dropped in have that component available.

avatar image Macro · Jul 16, 2014 at 01:35 PM 0
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