Creating a GameObject or Component based off of an instanced Object
I am using factories to generate Objects, however I am having trouble figuring out how to add these created object instances to the unity scene.
If I add a component of the type, it's a new instance and doesn't have the created data.
If I try and instantiate, It won't work because it's a custom class and has no gameObject.
Is there a common way to do this? or do I have to redesign how this is working?
So far the only thing I can think of is creating an Initialize method in the objects that sets all the properties, and then after the object is created and generated, I create a new Component, and call the initialize method on the GetComponent that I just added, setting the values to the values from the generated object.
Seems like a headache and bad way to do it though.
Basically I'm generating Items, using some Randomization functions to get their rarity/itemType etc, and then creating said Item using factories as I won't know what type they are until the game is already running.
I'm, in theory, trying to generate everything without any need for a database, except a sprite > object connection. But, the more and more I get into this the more I think i'm going to have to have some sort of database.
Long story short, I need the instances in the Unity scene so that when a player clicks on them he can "equip them, disenchant them, etc"
c# unity3d
add a comment |
I am using factories to generate Objects, however I am having trouble figuring out how to add these created object instances to the unity scene.
If I add a component of the type, it's a new instance and doesn't have the created data.
If I try and instantiate, It won't work because it's a custom class and has no gameObject.
Is there a common way to do this? or do I have to redesign how this is working?
So far the only thing I can think of is creating an Initialize method in the objects that sets all the properties, and then after the object is created and generated, I create a new Component, and call the initialize method on the GetComponent that I just added, setting the values to the values from the generated object.
Seems like a headache and bad way to do it though.
Basically I'm generating Items, using some Randomization functions to get their rarity/itemType etc, and then creating said Item using factories as I won't know what type they are until the game is already running.
I'm, in theory, trying to generate everything without any need for a database, except a sprite > object connection. But, the more and more I get into this the more I think i'm going to have to have some sort of database.
Long story short, I need the instances in the Unity scene so that when a player clicks on them he can "equip them, disenchant them, etc"
c# unity3d
Look here. You would add a new instance and than you can use reflection to copy all properties to the new instance. @AliKanat factory pattern
– derHugo
Nov 23 '18 at 5:17
Thank you @derHugo
– Ali Kanat
Nov 23 '18 at 9:00
add a comment |
I am using factories to generate Objects, however I am having trouble figuring out how to add these created object instances to the unity scene.
If I add a component of the type, it's a new instance and doesn't have the created data.
If I try and instantiate, It won't work because it's a custom class and has no gameObject.
Is there a common way to do this? or do I have to redesign how this is working?
So far the only thing I can think of is creating an Initialize method in the objects that sets all the properties, and then after the object is created and generated, I create a new Component, and call the initialize method on the GetComponent that I just added, setting the values to the values from the generated object.
Seems like a headache and bad way to do it though.
Basically I'm generating Items, using some Randomization functions to get their rarity/itemType etc, and then creating said Item using factories as I won't know what type they are until the game is already running.
I'm, in theory, trying to generate everything without any need for a database, except a sprite > object connection. But, the more and more I get into this the more I think i'm going to have to have some sort of database.
Long story short, I need the instances in the Unity scene so that when a player clicks on them he can "equip them, disenchant them, etc"
c# unity3d
I am using factories to generate Objects, however I am having trouble figuring out how to add these created object instances to the unity scene.
If I add a component of the type, it's a new instance and doesn't have the created data.
If I try and instantiate, It won't work because it's a custom class and has no gameObject.
Is there a common way to do this? or do I have to redesign how this is working?
So far the only thing I can think of is creating an Initialize method in the objects that sets all the properties, and then after the object is created and generated, I create a new Component, and call the initialize method on the GetComponent that I just added, setting the values to the values from the generated object.
Seems like a headache and bad way to do it though.
Basically I'm generating Items, using some Randomization functions to get their rarity/itemType etc, and then creating said Item using factories as I won't know what type they are until the game is already running.
I'm, in theory, trying to generate everything without any need for a database, except a sprite > object connection. But, the more and more I get into this the more I think i'm going to have to have some sort of database.
Long story short, I need the instances in the Unity scene so that when a player clicks on them he can "equip them, disenchant them, etc"
c# unity3d
c# unity3d
edited Nov 23 '18 at 1:13
Draco18s
10.3k32041
10.3k32041
asked Nov 22 '18 at 20:21
HoldenHolden
678
678
Look here. You would add a new instance and than you can use reflection to copy all properties to the new instance. @AliKanat factory pattern
– derHugo
Nov 23 '18 at 5:17
Thank you @derHugo
– Ali Kanat
Nov 23 '18 at 9:00
add a comment |
Look here. You would add a new instance and than you can use reflection to copy all properties to the new instance. @AliKanat factory pattern
– derHugo
Nov 23 '18 at 5:17
Thank you @derHugo
– Ali Kanat
Nov 23 '18 at 9:00
Look here. You would add a new instance and than you can use reflection to copy all properties to the new instance. @AliKanat factory pattern
– derHugo
Nov 23 '18 at 5:17
Look here. You would add a new instance and than you can use reflection to copy all properties to the new instance. @AliKanat factory pattern
– derHugo
Nov 23 '18 at 5:17
Thank you @derHugo
– Ali Kanat
Nov 23 '18 at 9:00
Thank you @derHugo
– Ali Kanat
Nov 23 '18 at 9:00
add a comment |
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Look here. You would add a new instance and than you can use reflection to copy all properties to the new instance. @AliKanat factory pattern
– derHugo
Nov 23 '18 at 5:17
Thank you @derHugo
– Ali Kanat
Nov 23 '18 at 9:00