96 lines
2.1 KiB
Markdown
96 lines
2.1 KiB
Markdown
# Unity SerializeReferenceExtensions
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**Inspired by [this post](https://qiita.com/tsukimi_neko/items/7922b2433ed4d8616cce).**
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The `SerializeReference` attribute, added in Unity 2019.3, makes it possible to serialize references to interfaces and abstract classes.
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The `SubclassSelector` attribute allows you to easily set subclasses of those abstract classes in the Editor that are serialized by `SerializeReference` attribute.
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#### Features
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- Easily set subclass by popup.
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- **[New]** Type finding by fuzzy finder.
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- **[New]** Override the type name and path by the `AddTypeMenu` attribute.
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## 🔰 Usage
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```cs
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using System;
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using UnityEngine;
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public class Example : MonoBehaviour {
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// The type that implements ICommand will be displayed in the popup.
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[SerializeReference, SubclassSelector]
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ICommand m_Command;
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// Collection support
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[SerializeReference, SubclassSelector]
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ICommand[] m_Commands = Array.Empty<ICommand>();
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void Start () {
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m_Command?.Execute();
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foreach (ICommand command in m_Commands) {
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command?.Execute();
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}
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}
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// Nested type support
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[Serializable]
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public class NestedCommand : ICommand {
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public void Execute () {
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Debug.Log("Execute NestedCommand");
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}
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}
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}
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public interface ICommand {
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void Execute ();
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}
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[Serializable]
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public class DebugCommand : ICommand {
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[SerializeField]
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string m_Message;
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public void Execute () {
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Debug.Log(m_Message);
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}
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}
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[Serializable]
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public class InstantiateCommand : ICommand {
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[SerializeField]
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GameObject m_Prefab;
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public void Execute () {
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UnityEngine.Object.Instantiate(m_Prefab,Vector3.zero,Quaternion.identity);
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}
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}
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// Menu override support
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[AddTypeMenu("Example/Add Type Menu Command")]
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[Serializable]
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public class AddTypeMenuCommand : ICommand {
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public void Execute () {
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Debug.Log("Execute AddTypeMenuCommand");
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}
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}
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```
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#### Supported Types
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The `SubclassSelector` attribute supports types that meet the following conditions.
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- Class
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- Public
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- Not abstract
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- Not generic
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- Not unity object
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- Serializable attribute is applied. |