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Last active July 28, 2021 17:49
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Automatic binding of component references
// MIT License
//
// Copyright (c) 2018 Sabresaurus
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
using UnityEngine;
using System;
using System.Reflection;
using System.Collections.Generic;
public enum RecursiveDirection { None, Down, Up };
public class AutoComponent : Attribute
{
RecursiveDirection direction = RecursiveDirection.None;
bool includeInactive = false;
public AutoComponent()
{}
public AutoComponent(RecursiveDirection direction)
{
this.direction = direction;
}
public AutoComponent(RecursiveDirection direction, bool includeInactive)
{
this.direction = direction;
this.includeInactive = includeInactive;
}
private static List<FieldInfo> GetFieldsRecursively(Type type)
{
List<FieldInfo> fields = new List<FieldInfo>();
fields.AddRange(type.GetFields(BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance));
// NonPublic binding flags only returns fields on the current inheritance level, therefore we must recurse through the superclasses to get them all
Type baseType = type.BaseType;
while (baseType != null)
{
// Add the non-public fields on the superclass
fields.AddRange(baseType.GetFields(BindingFlags.NonPublic | BindingFlags.Instance));
// Get the next superclass
baseType = baseType.BaseType;
}
return fields;
}
public static void Setup(MonoBehaviour behaviour)
{
List<FieldInfo> fields = GetFieldsRecursively(behaviour.GetType());
for (int i = 0; i < fields.Count; i++)
{
object[] customAttributes = fields[i].GetCustomAttributes(typeof(AutoComponent), false);
if(customAttributes.Length > 0)
{
RecursiveDirection recursiveDirection = (customAttributes[0] as AutoComponent).direction;
// If this is an array or list
if (typeof(Array).IsAssignableFrom(fields[i].FieldType))
{
Type elementType = fields[i].FieldType.GetElementType();
Component[] components;
if(recursiveDirection == RecursiveDirection.Down)
{
components = behaviour.GetComponentsInChildren(elementType, (customAttributes[0] as AutoComponent).includeInactive);
}
else if(recursiveDirection == RecursiveDirection.Up)
{
components = behaviour.GetComponentsInParent(elementType, (customAttributes[0] as AutoComponent).includeInactive);
}
else
{
components = behaviour.GetComponents(elementType);
}
Array array = Array.CreateInstance(elementType, components.Length);
for (int j = 0; j < components.Length; j++)
{
array.SetValue(components[j], j);
}
fields[i].SetValue(behaviour, array);
}
else
{
if(recursiveDirection == RecursiveDirection.Down)
{
fields[i].SetValue(behaviour, behaviour.GetComponentInChildren(fields[i].FieldType, (customAttributes[0] as AutoComponent).includeInactive));
}
else if(recursiveDirection == RecursiveDirection.Up)
{
fields[i].SetValue(behaviour, behaviour.GetComponentInParent(fields[i].FieldType));
}
else
{
fields[i].SetValue(behaviour, behaviour.GetComponent(fields[i].FieldType));
}
}
}
}
}
}
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