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Question by Doughnuts · Sep 06, 2013 at 04:54 PM · c#gameobjecteditorinspector

Custom Inspector: Targets & GameObjects

Hello, I'm having trouble figuring out how to get and edit gameObject data from the selected targets. I basically want to enable and disable certain children of the selected gameobjects depending on an int value on a script inside them;

I serialized the targets which I used to get the int value - that works

  m_Object = new SerializedObject(serializedObject.targetObjects);
  m_TunnelState = m_Object.FindProperty("Slider");
 (Then use "m_TunnelState.intValue" to get int)

But I can't seem to get the gameobjects in a similar way, to do the normal stuff like "gameObject.active = false"

I already tried the following, but clearly it is wrong:

 FloorTile[] Current = (FloorTile[])m_Object.targetObjects;
         foreach(FloorTile Tile in Current)
         {
             Debug.Log(Tile.name);//test
         }
   

('FloorTile' is the script which this editor is being used on)

I get 'InvalidCastException: Cannot cast from source type to destination type.' when selecting and deselecting multiple gameobjects

thanks, sorry for the long post

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Answer by Jamora · Sep 06, 2013 at 07:35 PM

targetObject returns an Object. You'll need to cast that into a GameObject (if it indeed is one) before you can do anything with it. Now, I don't know what FloorTiles is, I assume it's a class that's attached to a GameObject...

 Object[] currentSelection = m_Object.targetObjects;
     foreach(Object obj in currentSelection)
         if(obj is GameObject){
            Debug.Log( ((GameObject)obj).GetComponent<FloorTile>().name );
         }
 

I wrote this straight here, so it's untested. Let me know if it works or if I'm way off.

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avatar image Doughnuts · Sep 06, 2013 at 07:52 PM 0
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This makes sense, Thankyou. However, nothing is traced. It would appear there are no Game objects in the 'Object' to be cast - removing the if statement gives the error Cannot cast from source type to destination type.

So.. Yeah, it doesn't work unfortunately xD Any other ideas?

avatar image Jamora · Sep 06, 2013 at 07:56 PM 0
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Did you try to print out only the name of the GameObject? In case there wasn't a FloorTile component... Debug.Log( ((GameObject)obj).name );

Are you selecting GameObjects? put Debug.Log( obj.GetType().ToString() ); after the foreach, before the if, and see if they are GameObjects.

Do you even get anything in the currentSelection? Is its length > 0 ?

avatar image Doughnuts · Sep 06, 2013 at 08:08 PM 0
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OOH tracing the type really helped, it turns out that the targetObjects are actually of type FloorTile, so I can just cast the targetobjects as FloorTile and get the game object like that, THAN$$anonymous$$YOU =)

I didn't know you could find the type, that's going to come in useful.

avatar image Jamora · Sep 06, 2013 at 08:12 PM 0
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You're welcome, mark my answer as correct (the tickmark below the thumbs) to give me a few karma points for my efforts =)

avatar image Doughnuts · Sep 07, 2013 at 06:20 AM 1
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Working code (slight change from original answer)

 private SerializedObject m_Object;
 
 m_Object = new SerializedObject(serializedObject.targetObjects);
 
 Object[] currentSelection  = (Object[])m_Object.targetObjects;
 
 foreach(Object obj in currentSelection)
 {            
 Debug.Log(((ScriptName)obj).gameObject.tag);
 }

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