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Question by Fikule · Jan 07, 2018 at 07:28 PM · c#listmonobehaviourserializedproperty

How can I set the properties of serialised fields on an object recusively?

Basically I have this:

 [Serializable]
     public class BaseSpell : MonoBehaviour, ISpell
     {
         [SerializeField]
         public Texture2D Icon;
         [SerializeField]
         public BaseTargetting SpellTargetting;
         [SerializeField]
         public BaseType SpellType;
         [SerializeField]
         public List<BaseEffect> SpellEffect;
    }

And base targetting is then set to the following: (note: BaseTargetting inherits from MonoBehaviour)

 [Serializable]
 class TargettingLine : BaseTargetting
 {
     [SerializeField]
     public Texture2D LineTexture;
     public override void OnSelect(Unit player)
     {
         Debug.Log("OnSelect: TargettingLine");
     }
 }

When I create an object with BaseSpell attached I can then assign it's properties to prefabs with these other classes attached.

However, I cannot then assign the LineTexture property of the TargettingLine class. How would I gain access to this?

My issue from there would be how I would achieve the same goal with the list (public List SpellEffect;)

One thing I want to avoid is having to add custom code to every object to display these properties in the GUI. For example, I would want to avoid adding a custom GUI to the TargettingLine class, as I plan on having a large variety of target types and want to avoid re-writing the same code repeatedly as much as I can.

Thanks!

(I am however wondering if I might be best simply assigning all properties in a non-monobehaviour way and storing them outside of the game world. The downside of this is just that I can make spells within the editor)

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