Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 14 Next capture
2021 2022 2023
2 captures
12 Jun 22 - 14 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by DanielErhardt · Aug 06, 2018 at 02:11 PM · eventeventsystemsave datainterfaceinterfaces

How to call an implemented custom Interface

Hello. I'm interested in implementing a custom and simple interface to facilitate saving and loading my game. What I want is something like this:

 public interface ISavable
 {
      void OnSave();
 }

And use it like this:

 public class MyObject : MonoBehaviour, ISavable
 {
      public void OnSave()
      {
           //Save variables
      }
 }
 
 public class MyOtherObject : MonoBehaviour, ISavable
 {
      public void OnSave()
      {
           //Save different variables
      }
 }

How would you call this OnSave() on every class that implements ISavable?

I was doing it with a custom event system, but I'd love to know how to implement it this way and make it cleaner, without having to use listeners on OnEnable and OnDisable on every single class I want variables to be saved.

Thanks!

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
2
Best Answer

Answer by Hellium · Aug 06, 2018 at 04:15 PM

 public class SaveManager : MonoBehaviour
 {
     private ISavable[] savables;
 
     public void Save()
     {
         if( savables == null ) savables = FindObjectsOfType<ISavable>();
         for( int index = 0 ; index < savables.Length ; ++index )
             savables[index].OnSave();
     }
 }

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image DanielErhardt · Aug 06, 2018 at 05:51 PM 0
Share

That's what I ended up doing!

There's one downside though...

FindObjectsOfType only finds active objects...

I don't remember where I saw it now, but the solution I found was to load all root objects using

 UnityEngine.Scene$$anonymous$$anagement.Scene$$anonymous$$anager.GetActiveScene().GetRootGameObjects()

into an array and then getting all children ISavable from each element using

 GetComponentsInChildren<ISavable>(bool includeInactive)

passing true for includeInactive.

This way I had access to ISavable from every single object in the scene, active or not.

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

91 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Can I use EventSystems to receive PointerEvents anywhere on screen? 0 Answers

[C#] Calling Interface from Array of MonoBehaviour 2 Answers

Event system or UI Button ? 0 Answers

All interfaces in one Script 1 Answer

Getting a slider's width to match the size of the group it's in? 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges