앞선 포스트에서 만들었던 Bind와 Get 함수는 UI가 늘어남에 따라 그때마다 복붙하여 새로 만들어 줄 수 없으니 Base 클래스를 만들어보자!
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class UI_Base : MonoBehaviour
{
protected Dictionary<Type, UnityEngine.Object[]> _objects = new Dictionary<Type, UnityEngine.Object[]>();
protected void Bind<T>(Type type) where T : UnityEngine.Object
{
string[] names = Enum.GetNames(type);
UnityEngine.Object[] objects = new UnityEngine.Object[names.Length];
_objects.Add(typeof(T), objects);
for (int i = 0; i < names.Length; i++)
{
if (typeof(T) == typeof(GameObject))
objects[i] = Util.FindChild(gameObject, names[i], true);
//Debug.Log($"Failed to bind{names[i]}");
else
objects[i] = Util.FindChild<T>(gameObject, names[i], true);
if (objects[i] == null)
Debug.Log($"Failed to bind{names[i]}");
}
}
protected T Get<T>(int idx) where T : UnityEngine.Object
{
UnityEngine.Object[] objects = null;
if (_objects.TryGetValue(typeof(T), out objects) == false)
return null;
return objects[idx] as T;
}
protected Text GetText(int idx) { return Get<Text>(idx); }
protected Button GetButton(int idx) { return Get<Button>(idx); }
protected Image GetImage(int idx) { return Get<Image>(idx); }
}
UI_Button 스크립트는 UI_Base를 상속받아 간접적으로 MonoBehaviour을 상속받게 된다.
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class UI_Button : UI_Base
{
enum Buttons
{
PointButton
}
enum Texts
{
PointText,
ScoreText
}
enum GameObject
{
TestObjectzz,
}
private void Start()
{
Bind<Button>(typeof(Buttons));
Bind<Text>(typeof(Texts));
Get<Text>((int)Texts.ScoreText).text = "Bind Test";
}
int _score = 0;
public void OnButtonClicked() {
_score++;
}
}
아래와 같은 오류가 뜬다면 UI_Base.cs의 함수를 protected 형식으로 바꿔보자!