I am currently trying to build a shop for my game. The shop is a list, that will be displayed onscreen and consists of Prefabs that each have a button component. On click, a hidden panel should be visible and different UI elements should be adjusted. I know that you can't directly reference GameObjects from a prefab, and I tried workarounds like a reference script from the actual scene and I am worried that using FindObjectsOfTypeAll() will be too slow, especially if I want to extend my game later on.
Below you can see my code:
public void LoadStore(PrisonerObject _prisObj)
{
//Here I am trying to get the references from a seperate script
GameObject Panel1 = reference.ReturnShopPrisonerContainer();
Panel1.SetActive(false);
GameObject Panel2 = reference.ReturnPrisonerPreviewContainer();
Panel2.SetActive(true);
}
//This code is in a different Script
public GameObject ReturnShopPrisonerContainer()
{
ShopPrisonerContainer = GameObject.Find("ShopPrisonerContainer");
return ShopPrisonerContainer;
}
public GameObject ReturnPrisonerPreviewContainer()
{
PrisonerPreviewContainer = GameObject.Find("PrisonerPreviewContainer");
return PrisonerPreviewContainer;
}
The LoadStore method will be called when the Button (on the prefab) is pressed. I read a lot about this problem, but I can't seem to find a suitable solution for my problem here. I found someone saying there is a different approach to this problem, but unfortunately he didn't really explain his alternative approach. Does anyone have any ideas how I can fix this?
CodePudding user response:
As I understand you need to activate game object after clicking on the game object created from prefab. If yes you can just set listener on prefab's button
// monobehavior on scene that creates objects from prefabs
class PrefabCreator : MonoBehaviour
{
...
private void InstantiatePrefab(GameObject prefab)
{
var obj = Instantiate(prefab, ...);
obj.GetComponent<Button>().OnClick.AddListener(OnClick);
}
private void OnClick()
{
// click handling
}
}