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Question by kublaios · Feb 13, 2015 at 12:14 PM · javascriptscriptingbasicseventtogglelistener

Passing sender object as an argument in AddListener method

I'm creating Toggle elements from a prefab in a loop. While I'm creating my elements, I attach a common listener function to their onValueChanged event.

However, the listener always receive the latest object as the parameter. This is a well-known issue in Javascript but I can't solve in Unity by using "this" to pass the sender object like I do in JS.

Here's my code:

 function addTenBoxes() {
     for (var i = 0; i < 10; i++) {
         var box = GameObject.Instantiate(myPrefab) as Toggle;
         box.transform.position = Vector3(i * 100, 0, 0);
         box.transform.SetParent(canvas.transform);
         box.name = i.ToString();
         box.onValueChanged.AddListener(function() { boxClick(box); }); // I cannot use "this" as boxClick(this); because "this" is the script object.
     }
 }
 function boxClick(aBox : Toggle) {
     Debug.Log(aBox.name); // always logs 9 which is the latest box's name
 }


What is the proper way to achieve the attached event's sender object in this scenario?

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Answer by Noda222 · Sep 22, 2016 at 01:46 PM

I realize you've gotten no replies at all but if you are still looking for a solution to this:

The main problem is that you are calling it from the last variable to pass through the for loop. Here's what you could do off the top of my head:

  var Selected;
  function addTenBoxes() {
      for (var i = 0; i < 10; i++) {
          var box = GameObject.Instantiate(myPrefab) as Toggle;
          box.transform.position = Vector3(i * 100, 0, 0);
          box.transform.SetParent(canvas.transform);
          box.name = i.ToString();
          box.onValueChanged.AddListener(function(b) { Selected = Box; boxClick(b); });
      }
  }
  function boxClick(value : boolean) {
      Debug.Log(Selected.name); 
  }
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