- Home /
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?
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;
}
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.
Your answer
Follow this Question
Related Questions
Get if any component in gameObject has changed 1 Answer
Distribute terrain in zones 3 Answers
How to add a component on a GameObject in Custom Inspector 1 Answer
Custom [Require*] attribute 2 Answers
C# assigning components to tag 1 Answer