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Question by tmarshall619 · Feb 05, 2016 at 10:34 PM · c#variablesglobalgamecontrollerflag

Checking variables in GameController from a gameobject?

I am creating an email simulation and each email is an object called an EmailNode. Each email has a 4 different kinds of dependencies that need to be checked in order to be sent. A given email might have multiple dependencies of each type that it needs to check. One kind is stored in a dictionary of the form and I check if emailNode.selected == bool. This one is pretty strait forward. The ones giving me trouble are the ones that need to check the status of certain bools and ints stored in the gameController. I need to store which bools and which ints I want to check and their target values. Essentiall I have:

 Dictionary <EmailNode,bool> selectedDependency;
 Dictionary <some int variable in GameController ,bool> traitDependency;
 Dictionary <some bool variable int GameController,bool> flagDependency;
 int timeDependency;

and I need to be able to populate those dictionaries via the inspector in such a way that I can simply have an emailNode check its dependencies and return a bool representing wether or not they were met.

 public bool checkDependencies(){
     var cleared = true;

     if (cleared == true) {
         foreach (KeyValuePair<EmailNode, bool> entry in selectedDependency) {
             if (entry.Key.selected != entry.Value) {
                 cleared = false;
                 break;
             }
             
         }
     }
     if (cleared == true) {
         foreach (KeyValuePair<some int variable in GameController, bool> entry in traitDependency) {
             //is int-x >= entry.value?

         }
     }
     if (cleared == true) {
         foreach (KeyValuePair<some bool variable int GameController, bool> entry in flagDependency) {
             //is bool-x == to entry.Value?

         }
     }
     if (cleared == true) {
         var currentTime = 0;
         if (timeDependency < currentTime) {
             cleared = false;
         }
     }

     return cleared;
 }
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avatar image Glurth · Feb 06, 2016 at 04:31 PM 0
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Alas, the Dictionary class cannot be serialized by unity editor for use in an inspector. You will either need to create your own custom editor, or a serialize-able dictionary.

http://answers.unity3d.com/questions/460727/how-to-serialize-dictionary-with-unity-serializati.html

http://forum.unity3d.com/threads/finally-a-serializable-dictionary-for-unity-extracted-from-system-collections-generic.335797/

EDIT: P.S. You could also create an interface IN-GA$$anonymous$$E to enter dictionary values. Personally I hate working with the editor, sometimes creating an in-game interface is faster.

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