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Question by benfattino · Jul 24, 2015 at 05:08 PM · uibuttonscript error

Initialize button state icon by script

I try to create ui menu with script at start.

I use this for build menu:

...

 void PopulateList () {
         foreach (var item in itemList) {
 
             GameObject newButton = Instantiate (sampleButton) as GameObject;
             SampleButton button = newButton.GetComponent <SampleButton> ();
             Button SampleButton = newButton.GetComponent <Button> ();
             Sprite SpriteState = SampleButton.GetComponent <SpriteState> ().highlightedSprite;

             button.name = item.name;
             button.button.image.sprite = item.icon;
             SpriteState = item.icon_h;
             button.button.onClick = item.thingToDo;
             button.tag = item.tag;
             newButton.transform.SetParent (contentPanel);
 
         }
     }

...

and this attached on Prefab button:

 using UnityEngine;
 using UnityEngine.UI;
 using System.Collections;
 public class SampleButton : MonoBehaviour {
     
     public Button button;
     public Image icon;
     public Button icon_h;
 }

At start this is the error message:

ArgumentException: GetComponent requires that the requested component 'SpriteState' derives from MonoBehaviour or Component or is an interface. UnityEngine.Component.GetComponent[SpriteState] () CreateModelScrollList.PopulateList () (at Assets/Libreria/Script/CreateModelScrollList.cs:73) CreateModelScrollList.Start () (at Assets/Libreria/Script/CreateModelScrollList.cs:62)

Where i am wrong? I am desperate...

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avatar image rocket350 · Jul 24, 2015 at 05:15 PM 0
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Try choosing a different name for the sprite than "SpriteState".

avatar image benfattino · Jul 24, 2015 at 05:21 PM 0
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No way. Same error.

avatar image benfattino · Jul 24, 2015 at 05:29 PM 0
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try with this line:

button.button.spriteState.highlightedSprite = item.icon_h;

the error:

Assets/Libreria/Script/Create$$anonymous$$odelScrollList.cs(78,39): error CS1612: Cannot modify a value type return value of `UnityEngine.UI.Selectable.spriteState'. Consider storing the value in a temporary variable

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Answer by benfattino · Jul 24, 2015 at 08:35 PM

After 3 hour I find... Little bit complicate (for me)...

 void PopulateList () {
         foreach (var item in itemList) {
 
             GameObject newButton = Instantiate (sampleButton) as GameObject;
             SampleButton button = newButton.GetComponent <SampleButton> ();
 
             Sprite newSprite = item.icon_h;
             SpriteState st = new SpriteState();
             st.disabledSprite = newSprite;
             st.highlightedSprite = newSprite;
             st.pressedSprite = newSprite;
             SpriteState Spritebutton = st; 
 
             //button.nameLabel.text = item.name; !Attention!
             button.name = item.name;
             button.button.image.sprite = item.icon;
             button.button.spriteState = Spritebutton;
             button.button.onClick = item.thingToDo;
             button.tag = item.tag;
             newButton.transform.SetParent (contentPanel);
 
         }

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