Created
November 30, 2018 18:00
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Automatically get components in Unity using [GetComponent] attribute
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using System; | |
using System.Collections.Generic; | |
using System.Linq; | |
using System.Reflection; | |
using UnityEngine; | |
public class BaseBehaviour : MonoBehaviour | |
{ | |
protected virtual void OnEnable() | |
{ | |
InjectGetComponent(); | |
} | |
private void InjectGetComponent() | |
{ | |
var fields = GetFieldsWithAttribute(typeof(GetComponentAttribute)); | |
foreach (var field in fields) | |
{ | |
var type = field.FieldType; | |
var component = GetComponent(type); | |
if (component == null) | |
{ | |
Debug.LogWarning("GetComponent typeof(" + type.Name + ") in game object '" + gameObject.name + "' is null"); | |
continue; | |
} | |
field.SetValue(this, component); | |
} | |
} | |
private IEnumerable<FieldInfo> GetFieldsWithAttribute(Type attributeType) | |
{ | |
var fields = GetType() | |
.GetFields(BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance) | |
.Where(field => field.GetCustomAttributes(attributeType, true).FirstOrDefault() != null); | |
return fields; | |
} | |
} |
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using UnityEngine; | |
[RequireComponent(typeof(Rigidbody))] | |
public class Example : BaseBehaviour | |
{ | |
[GetComponent] | |
Rigidbody _body; // Example of auto GetComponent | |
} |
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[System.AttributeUsage(System.AttributeTargets.All, Inherited = false, AllowMultiple = false)] | |
class GetComponentAttribute : System.Attribute | |
{ | |
} |
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