Zenject: MonoBehaviour injection - unity3d

I'm new to Zenject and this is my first project using this asset. I'm having injection problems! Maybe someone knows what I am doing wrong or where the error might be. In the code below, _spawnArea is not initialized.
public class BootstrapIniter : MonoInstaller
{
[SerializeField] private Camera _mainCamera;
[Space(10)]
[SerializeField] private Spawner _spawner;
public override void InstallBindings()
{
BindMain();
BindBallHandle();
}
private void BindMain()
{
Container.Bind<Camera>().FromInstance(_mainCamera).AsSingle();
}
private void BindBallHandle()
{
Container.Bind<Spawner>().FromInstance(_spawner).AsSingle();
}
}
[RequireComponent(typeof(SpawnArea))]
public class Spawner : MonoBehaviour
{
private SpawnArea _spawnArea;
private void Awake()
{
_spawnArea = GetComponent<SpawnArea>();
}
[Inject]
public void Construct(Camera camera)
{
Rect cameraRect = camera.pixelRect;
_spawnArea.Init(cameraRect);
}
}
Thanks in advance for the answer or direction in which to look for a solution

I think that you did not inject your instance.
From the documentaiton "FromInstance - Adds a given instance to the container. Note that the given instance will not be injected in this case. If you also want your instance to be injected at startup, see QueueForInject" (QueueForInject will queue the given instance for injection once the initial object graph is constructed). Basically you need to inject your instance for the injected methods to execute.
On the other hand I dont see the point of binding a monobehaviour from instance, as you have to generate the instance bind it to the container and then inject it. You have binding methods that do this all at once for you, check the section "Construction Methods".
Check for example: FromComponentInNewPrefabResource - Instantiate the given prefab (found at the given resource path) as a new game object, inject any MonoBehaviour's on it, and then search the result for type ResultType in a similar way that GetComponentInChildren works (in that it will return the first matching value found).
Note that for the injection to take place succesfully you have to previously wire up the dependency in the container with the Container.Bind statement so that the container knows what needs to be injected and how.
I suggest to read carefully the documentation which is very good and follow the examples along.

Related

Extenject - NullReferenceException when second time inject

I'm new at Zenject(Extenject).
My dev environment: Win10, Unity2020, Extenject 9.2.0
Here is my question:
In installer bind the class
Container.Bind<AccountInfo>().AsCached();
Inject it at classA
private AccountInfo accountInfo;
[Inject]
private void Init(GameSetup _gameSetup, AccountInfo _accountInfo)
{
this.gameSetup = _gameSetup;
this.accountInfo = _accountInfo;
}
accountInfo.address = "xxx'; // works fine
Then inject AccountInfo to classB
private AccountInfo accountInfo;
[Inject]
private void Init(AccountInfo _accountInfo)
{
this.accountInfo = _accountInfo;
}
accountInfo.address = "xxx'; //NullReferenceException: Object reference not set to an instance of an object
Why accountInfo changed to null? AsCached() dosen't work? Or something worng else?
Help please~~ Thank you!
Here is my code:
Installer
"ClassA" inject GameSetup, and create instance, works fine
"ClassB" inject GameSetup, Error: null object
"ClassB" Creator, I'm trying use container.Instantiate() to create it
---update---
gameSetup still Null Object
There are two cases, when injection will not work properly in your code.
The code, that uses injected object is executed before Init. For example if this code is placed in the construcor.
You create your GameObject/Component in runtime whithout using IInstantiator. While you use Znject you always should use IInstantiator to create objects. To do it you should inject IInstantiator to the object, that creates another objects. IItstantiator is always binded in the container by default, so you don't have to bind it manually. For example:
public class Creator : MonoBehaviour {
[SerializeField]
private GameObject _somePrefab;
private IInstantiator _instantiator;
[Inject]
public void Initialize(IInstantiator instantiator) {
_instantiator = instantiator;
}
private void Start() {
// example of creating components
var gameObj = new GameObject(); // new empty gameobjects can be created without IInstantiator
_instantiator.InstantiateComponent<YourComponentClass>(gameObj);
// example of instantiating prefab
var prefabInstance = _instantiator.InstantiatePrefab(_somePrefab);
}
}
Not an expert but I think that passing IInstantiator or the container around is not a good practice. If you need to create injected instances at runtime, then you need a Factory.
From the documentation
1.- Best practice with DI is to only reference the container in the composition root "layer"
Note that factories are part of this layer and the container can be referenced there (which is necessary to create objects at runtime).
2.- "When instantiating objects directly, you can either use DiContainer or you can use IInstantiator, which DiContainer inherits from. However, note that injecting the DiContainer is usually a sign of bad practice, since there is almost always a better way to design your code such that you don't need to reference DiContainer directly".
3.- "Once again, best practice with dependency injection is to only reference the DiContainer in the "composition root layer""

Why i need to declare a variable that have the same name of class and script?

public class CanvasManager : MonoBehaviour
{
public static CanvasManager Instance; // = lobby
[SerializeField]
private LobbyFunction _lobbyFunction;
public LobbyFunction LobbyFunction
{
get { return _lobbyFunction; }
}
...
below is one of the reference
private void Start()
{
GameObject lobbyCanvasGO = CanvasManager.Instance.LobbyFunction.gameObject;
...
I am confused that is it necessary to have the same name of canvasmanager that it is declared , and why there is no error when I sayCanvasManager.Instance.LobbyFunction ,it made me confused since LobbyFunction is belonged to CanvasManager, not Instance.
Finally , sometimes ,
private LobbyFunction _lobbyFunction;
private LobbyFunction LobbyFunction
{
get { return _lobbyFunction; }
}
Sometimes,
private LobbyFunction _lobbyFunction;
public LobbyFunction LobbyFunction
{
get { return _lobbyFunction; }
}
Thanks for your patience reading this, and your help would be greatly appreciated, thanks!
Your class is named CanvasManager, but you cannot statically access it right away.
You created a static member variable in CanvasManager, which holds a reference to a CanvasManager. This is called the singleton pattern.
You can only access static members without a class instance. But in the case of singletons, you create a single instance of the class (usually assigned in Start() or in getInstance() (lazy) after checking if it exists) which you can then access statically through "Instance".
Now, Instance is a static variable holding a reference to a single instance of CanvasManager. So, you can then access non-static members and functions of CanvasManager, if you access "Instance".
Think about it like this:
CanvasManager local_instance = new CanvasManager();
local_instance.non_static_member = value; // this works
CanvasManager.static_member = value; // this works
CanvasManager.non_static_member = value; // won't work.
And now one step further, you access the instance via CanvasManager.Instance.*
CanvasManager.Instance.non_static_member = value; // works!
Explanation of static vs non-static:
normal variables:
Variables needs memory. So usually you create 5 instances of CanvasManager and each instance can have different values. Because each instance reserves memory for each Variable. But if you want to change one, you need to explicitly talk to that instance. You could manage them in a List or by having multiple variables in Code like manager1, manager2...
Think of it as books, where each copy can be modified (write notes into it)
static variables
If you create a static variable, the memory is reserved once for the Class. You can then directly get/set this static variable from anywhere in Code without the need of a Reference to an instance.
Think of it as an online blog, where changes are applied for everyone, being accessible from everywhere. The text exists once in the blog database.
Singletons:
If you only want a single CanvasManager and not 5, you could attach it to any GameObject and access it. But every other script needs a reference, like public CanvasManager my_manager which you need to assign in inspector. As an alterantive, you could use
GameObject.Find("CanvasManagerObject").getComponent<CanvasManager>()
in each script... If only there was a better way to access this CanvasManager from everywhere...
The singleton pattern allows you to get a reference to a single, nonstatic instance of the CanvasManager, while it doesn't even need a GameObject it can attach to.
Naming
You are talking about "it has to have the same name" - this is not true. You can name the instance whatever you like. CanvasManager.MyCustomlyNamedInstance would work too. But the MyCustomlyNamedInstance must be a static variable in the CanvasManager class, or any other class. You could have a GameManager that manages your instances, so GameManager.MyCanvasManagerInstance would work too.

Serialization of a list of custom objects in unity

While trying to make a script for building assets, I ran into an issue with unity's serialization. I have a class in which I store some arbitrary information, which is then stored in an array in a MonoBehaviour on a prefab. I cannot for the life of me get the array to save however, as when I make the object into a prefab it loses the list's values. I have tried using [System.Serializable] and ScriptableObject, but both seem to pose their own new issues.
For instance, using ScriptableObject would mean having to save the data objects as assets, which would become way too much since these objects can get to hundreds in number.
Am I making a mistake in my understanding of unity's serialization? Is there a way to get this working without the ScriptableObject approach of saving every ArbitraryInfo object in an asset?
Data object:
[System.Serializable]
public class ArbitraryInfo{
public int intValue;
public Vector3 vectorValue;
}
OR
public class ArbitraryInfo : ScriptableObject {
public int intValue;
public Vector3 vectorValue;
void OnEnable() {
hideflags = HideFlags.HideAndDontSave;
}
}
Behaviour:
public class MyBuilder : MonoBehaviour {
public ArbitraryInfo[] infoArray;
}
Editor:
[CustomEditor(typeof(MyBuilder))]
public class MyBuilderEditor : Editor {
private SerializedProperty infoArrayProperty;
void OnLoad() {
infoArrayProperty = serializedObject.FindProperty("infoArray");
}
void OnInspectorGUI() {
serializedObject.Update();
for (var i = 0; i < infoArrayProperty.arraySize; i++) {
if (i > 0) EditorGUILayout.Space();
var info = infoArrayProperty.GetArrayElementAtIndex(i).objectReferenceValue as ArbitraryInfo;
EditorGUILayout.LabelField("Info " + i, EditorStyles.boldLabel);
info.intValue = EditorGUILayout.IntField(info.intValue);
info.vectorValue = EditorGUILayout.Vector3Field(info.vectorValue);
}
serializedObject.ApplyModifiedProperties();
}
}
EDIT 1, Thank you derHugo
I changed my code to incorporate the changes. Now there are errors for ArbitraryInfo not being a supported pptr value.
Secondly, ArbitraryInfo no longer being a ScriptableObject poses the question of how to initialize it. An empty object can be added to infoArrayProperty through infoArrayProperty.arraySize++, but this new empty object seems to be null in my case. This might be due to the pptr issue mentioned above.
EDIT 2
The issue I was having was caused by another piece of code where I tried to check if infoArrayProperty.objectReferenceValue == null. I changed this to another check that did the same thing and everything worked!
No, no ScriptableObject needed.
But note that GetArrayElementAtIndex(i) returns a SerializedProperty. You can not simply parse it to your target class.
so instead of
var info = infoArrayProperty.GetArrayElementAtIndex(i).objectReferenceValue as ArbitraryInfo;
and
info.intValue = EditorGUILayout.IntField(info.intValue);
info.vectorValue = EditorGUILayout.Vector3Field(info.vectorValue);
you have to get the info's SerializedPropertys by using FindPropertyRelative:
var info = infoArrayProperty.GetArrayElementAtIndex(i);
var intValue = info.FindPropertyRelative("intValue");
var vectorValue = info.FindPropertyRelative("vectorValue");
than you can/should use PropertyFields
EditorGUILayout.PropertyField(intValue);
EditorGUILayout.PropertyField(vectorValue);
allways try to avoid using direct setters and use those SerializedProperties instead! This provides you with Undo/Redo functionality and marking the changed Behaviour/Scene as unsaved automatically. Otherwise you would have to tak care of that manually (... don't ^^).

GWT Editor framework

Is there a way to get the proxy that editor is editing?
The normal workflow would be:
public class Class implments Editor<Proxy>{
#Path("")
#UiField AntoherClass subeditor;
void someMethod(){
Proxy proxy = request.create(Proxy.class);
driver.save(proxy);
driver.edit(proxy,request);
}
}
Now if i got a subeditor of the same proxy
public class AntoherClass implements Editor<Proxy>{
someMethod(){
// method to get the editing proxy ?
}
}
Yes i know i can just set the proxy to the Child editor with setProxy() after its creation, but i want to know if there is something like HasRequestContext but for the edited proxy.
This usefull when you use for example ListEditor in non UI objects.
Thank you.
Two ways you can get a reference to the object that a given editor is working on. First, some simple data and a simple editor:
public class MyModel {
//sub properties...
}
public class MyModelEditor implements Editor<MyModel> {
// subproperty editors...
}
First: Instead of implementing Editor, we can pick another interface that also extends Editor, but allows sub-editors (LeafValueEditor does not allow sub-editors). Lets try ValueAwareEditor:
public class MyModelEditor2 implements ValueAwareEditor<MyModel> {
// subproperty editors...
// ValueAwareEditor methods:
public void setValue(MyModel value) {
// This will be called automatically with the current value when
// driver.edit is called.
}
public void flush() {
// If you were going to make any changes, do them here, this is called
// when the driver flushes.
}
public void onPropertyChange(String... paths) {
// Probably not needed in your case, but allows for some notification
// when subproperties are changed - mostly used by RequestFactory so far.
}
public void setDelegate(EditorDelegate<MyModel> delegate) {
// grants access to the delegate, so the property change events can
// be requested, among other things. Probably not needed either.
}
}
This requires that you implement the various methods as in the example above, but the main one you are interested in will be setValue. You do not need to invoke these yourself, they will be called by the driver and its delegates. The flush method is also good to use if you plan to make changes to the object - making those changes before flush will mean that you are modifying the object outside of the expected driver lifecycle - not the end of the world, but might surprise you later.
Second: Use a SimpleEditor sub-editor:
public class MyModelEditor2 implements ValueAwareEditor<MyModel> {
// subproperty editors...
// one extra sub-property:
#Path("")//bound to the MyModel itself
SimpleEditor self = SimpleEditor.of();
//...
}
Using this, you can call self.getValue() to read out what the current value is.
Edit: Looking at the AnotherEditor you've implemented, it looks like you are starting to make something like the GWT class SimpleEditor, though you might want other sub-editors as well:
Now if i got a subeditor of the same proxy
public class AntoherClass implements Editor<Proxy>{
someMethod(){
// method to get the editing proxy ?
}
}
This sub-editor could implement ValueAwareEditor<Proxy> instead of Editor<Proxy>, and be guaranteed that its setValue method would be called with the Proxy instance when editing starts.
In your child editor class, you can just implement another interface TakesValue, you can get the editing proxy in the setValue method.
ValueAwareEditor works too, but has all those extra method you don't really need.
This is the only solution I found. It involves calling the context edit before you call the driver edit. Then you have the proxy to manipulate later.

Is there a disposing TransientLifetimeManager

I have a WPF view that has a corresponding ViewModel. All instances are resolved via an unity container. Because I'm using prism I need two independent instances of the view to add it into two different regions the view is registered to. If I'd try to add one instance into both regions I get an
InvalidOperationException: Specified
element is already the logical child
of another element. Disconnect it
first.
when the view is added into the second region because it is already added to the first region.
This problem can easily be solved by using a TransientLifetimeManager that always returns a new instance so both regions would be filled with an independent instance.
But we have decided to create a child container when a new user logs on. Every session related view and view model are resolved using this child container. When the user's session ends, the child container is disposed so that also every session related instances are disposed. But using a TransientLifetimeManager the unity container cannot dispose those instances.
What we need is a lifetime manager that always returns a new instance, but is also capable of disposing those instances. Is there already such an lifetime manager around? Or is there another way to achieve what I described above?
What you want sounds like a variant of the ContainerControlledLifetime manager that does not maintain a singleton instance, but a collection of instances. Unfortunately this is not one of the built-in lifetime managers.
You can look at the code for the ContainerControlledLifetimeManager and see that it is pretty simple. Your "SynchronizedGetValue" implementation would always return null (signaling to the container that a new instance needs to be instantiated). You could just subclass ContainerControlledLifetimeManager and override that method.
I've pretty much written it. I suppose I could give you the code. :)
public class ContainerTrackedTransientLifetimeManager :
ContainerControlledLifetimeManager
{
protected override object SynchronizedGetValue()
{
return null;
}
}
That should work. I've not tested it... from the interface, it looks like it's designed for a 1 to 1 LifetimeManager to Object relationship, but if it turns out it is more than that, you might have to override SetValue (adds to a collection of objects) and dispose (disposes that collection of objects). Here's that implementation:
public class ContainerTrackedTransientLifetimeManager :
SynchronizedLifetimeManager, IDisposable
{
private ConcurrentCollection<object> values = new ConcurrentCollection<object>();
protected override object SynchronizedGetValue()
{
return null;
}
protected override void SynchronizedSetValue(object newValue)
{
values.Add(newValue);
}
public override void RemoveValue()
{
Dispose();
}
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
protected void Dispose(bool disposing)
{
var disposables = values.OfType<IDisposable>();
foreach(var disposable in disposables)
{
disposable.Dispose();
}
values.Clear();
}
I'm not sure which of these is the right answer. Let me know how it goes for you.
When you use transient lifetime manager (which is the default), Unity does not keep a reference to the created instance.
Thus, when there are no more reference to the instance, it will be GCed.