Reputation: 671
So, I have this crazy idea to have enums pointing to gameobjects.
Here's what I want to do:
/* These enums would hold gameobjects instead of ints */
enum exampleEnum{
AddPanel,
ListPanel
}
public class GUIManager : MonoBehaviour {
void Start()
{
EnablePanel(exampleEnum.AddPanel);
}
void EnablePanel(GameObject panel)
{
panel.setActive(true);
}
}
Is there any way to make this work? Or a workaround?
This might be possible with something other than an enum but I don't know of it if there is and I'm looking through the web for a such a solution.
Upvotes: 2
Views: 4516
Reputation: 424
I don't know why the answer from: @Paradox Forge was wrong but maybe this will help you.
System.Collections.Generic.Dictionary
I don't have a lot of time to explain the dictionary class but this is how you can use it. This will cost some performance but has really nice readability
public class GUIManager : MonoBehaviour {
public enum exampleEnum{
AddPanel,
ListPanel
}
//For readability you can also add "using System.Collections.Generic;" on the top of your script
private System.Collections.Generic.Dictionary<exampleEnum,GameObject> exampleDictionary = new System.Collections.Generic.Dictionary<exampleEnum, GameObject>();
private GameObject SomeGameObject;
private GameObject SomeOtherGameObject;
void Start()
{
//You have to add all the enums and objects you want to use inside your GUIManager.
exampleDictionary.Add (exampleEnum.AddPanel, SomeGameObject); //Add panel will be linked to SomeGameObject
exampleDictionary.Add (exampleEnum.ListPanel, SomeOtherGameObject); //List Panel will be linked to SomeOtherGameObject
EnablePanel(exampleEnum.AddPanel);
}
void EnablePanel(exampleEnum examplePanel)
{
if (!exampleDictionary.ContainsKey (examplePanel)) //If the given panel does not exist inside the dictionary
return; //Leave the method
GameObject panelToEnable = exampleDictionary [examplePanel]; //Will return the GameObject linked to given panel
panelToEnable.SetActive(true); //Enable the gameobject
}
}
If you want to know more about the Dictionary class go to: Dictionary
Upvotes: 1
Reputation: 2676
This would satisfy your requirement, works for any amount of enum values or panels.
// Add this to each of your panels, the enum field can be integrated into your other behaviours as well
public class EnumPanel : MonoBehaviour
{
// configurable from the Editor, the unity way.
public ExampleEnum Type;
}
// Assign all your panles in the editor (or use FindObjectsByType<EnumPanel> in Start())
public class GUIManager : MonoBehaviour
{
// configurable from the Editor, the unity way.
public EnumPanel[] Panels;
void Start()
{
// Optionally find it at runtime, if assigning it via the editor is too much maintenance.
// Panels = FindObjectsByType<EnumPanel>();
EnablePanel(ExampleEnum.AddPanel);
}
void EnablePanel(ExampleEnum panelType)
{
foreach(var panel in Panels)
{
if(panel.Type == panelType)
EnablePanel(panel.gameObject);
}
}
void EnablePanel(GameObject panel)
{
panel.setActive(true);
}
}
Upvotes: 7