scriptableObjects | The array of ScriptableObject to contain the ScriptableObjects referenced by the sprite. |
uint Returns the number of ScriptableObjects retrieved.
Retrieves an array of ScriptableObject referenced by the sprite.
If the size of the arrays passed in as parameters are less than the number of ScriptableObject referenced by the sprite, the arrays will not be resized and the results will be limited.
If the size of the arrays passed in as parameters are bigger than the number of ScriptableObject referenced by the sprite, the number of elements used in the array will be indicated by the return value of the method.
The following is an example usage of adding, getting and removing ScriptableObjects reference to a sprite.
using UnityEngine;
/* * Creates a custom ScriptableObject and attaches it * to a Sprite. The ScriptableObject is then removed after * the first Update loop so that the messages are only printed once. */
// A custom ScriptableObject to hold any custom data. public class MyScriptableObject : ScriptableObject { public string myCustomData; }
public class Sample : MonoBehaviour { Sprite m_Sprite; void Start() { var customData = ScriptableObject.CreateInstance<MyScriptableObject>(); customData.myCustomData = "My Data"; var texture = Texture2D.whiteTexture; m_Sprite = Sprite.Create(texture, new Rect(0, 0, texture.width, texture.height), Vector2.zero, texture.width); var spriteRenderer = gameObject.AddComponent<SpriteRenderer>(); m_Sprite.AddScriptableObject(customData); spriteRenderer.sprite = m_Sprite; }
void Update() { var scriptableObjectCount = m_Sprite.GetScriptableObjectsCount(); if (scriptableObjectCount > 0) { var scriptableObjects = new ScriptableObject[scriptableObjectCount]; var retrieveCount = m_Sprite.GetScriptableObjects(scriptableObjects); //This will print 1 since there is 1 ScriptableObject reference. print(retrieveCount); var myScriptableObject = scriptableObjects[0] as MyScriptableObject; // This will print "My Data" print(myScriptableObject.myCustomData);
// Removing the ScriptableObject reference so that the prints // above no longer executes. m_Sprite.RemoveScriptableObjectAt(scriptableObjectCount - 1); } } }