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How do I get a CS script in assets to be a stored monobehaviour variable
Hi, I'm making a game about grid cells. They can be instanciated and destroyed at will be the player.
I didn't wanted to make prefabs and wanted to find an easier way of knowing what to instanciate. So I made it create a new gameobject with a sprite renderer wich sprite is stored in a list. It worked out well but now I realise that I also need them all to have their own behaviour to simplify the managing of all the cells.
I'm having trouble knowing how to store a monobehaviour that dosen't have an instance.
Can you guys help me out?
Answer by andrew-lukasik · Jul 21, 2020 at 03:19 PM
Do you mean how to create a non-MonoBehaviour class instances inside a MonoBehaviour?
public class MyGridScript : MonoBehaviour
{
public List<CellState> cells = new List<CellState>();
}
[System.Serializable]
public class CellState
{
public SpriteRenderer spriteRenderer = null;
public bool alive = true;
public void Kill ()
{
if( !this.alive ) return;
this.spriteRenderer.enabled = false;
this.alive = false;
}
}
EDIT:
This is how you can serialize list of scripts as AssemblyQualifiedName
s , and then convert them all to actual Component
s on GameObject
[Tooltip("EXAMPLES: \"UnityEngine.MeshFilter, UnityEngine.CoreModule\" and \"MyNewScript, Assembly-CSharp\"")]
[SerializeField] List<string> components = new List<string>(){ "UnityEngine.MeshFilter, UnityEngine.CoreModule" , "UnityEngine.MeshRenderer, UnityEngine.CoreModule" };
void Start ()
{
foreach( var str in components )
{
gameObject.AddComponent( System.Type.GetType(str) );
}
// Debug.Log( typeof(MyClassName).AssemblyQualifiedName );// prints valid names you can use
}
#if UNITY_EDITOR
void OnValidate ()
{
foreach( var str in components )
{
var t = System.Type.GetType(str);
if( t==null )
Debug.LogWarning($"\'{str}\' gives no type");
else if ( !t.IsSubclassOf(typeof(Component)) )
Debug.LogWarning($"\'{str}\' is not a Component");
}
}
#endif
No, I mean that each cell can have its own script, Wich will be given to it upon instanciating.
I would like to have a list for all the scripts needed upon instanciation.
Thanks for responding btw.
This sounds like you need some kind of permutation of factory pattern
$$anonymous$$aybe I'm stupid and there is now way a script asset can be stored at a list, but if there is tell me. This would help a lot.
PS: I basically need a list for multiple different script asset so I'm using a "$$anonymous$$onobehaviour" list.
Storing references to script asset
s is of no use as those are just text source files
System.Type
can be used to represent scripts and can be stored in a list too: List<System.Type>
- but those must be (de)serialized manually tho.
@jmailloux11 Above I added an example of how you can create a list of scripts
Can I debug if any names are invalid?
Also thanks for all your helpfull answers!
Yes. See OnValidate
method I just added
Thanks a lot you've just made my day, I way stuck on that for way to long.
Your Solution works perfectly!
Your answer
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