Timeline for Map arrays of game objects to values of an enum in Unity inspector
Current License: CC BY-SA 4.0
6 events
| when toggle format | what | by | license | comment | |
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| Mar 17, 2023 at 0:54 | history | became hot network question | |||
| Mar 16, 2023 at 20:10 | vote | accept | Felox | ||
| Mar 16, 2023 at 17:03 | history | edited | DMGregory♦ | CC BY-SA 4.0 |
Minor cleanup
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| Mar 16, 2023 at 16:37 | answer | added | DMGregory♦ | timeline score: 2 | |
| Mar 16, 2023 at 15:30 | comment | added | DMGregory♦ |
I show a quick & dirty method for doing this in this answer. I've been meaning to implement something like this in a generic way so you can just say EnumMappedArray<MyEnumType, MyContentType>, but getting it to handle all the edge cases of new enum values being added/changed/rearranged during development without data loss or messy manual fix-ups is non-trivial, without bloating the runtime access, so I've yet to make a complete implementation I'm 100% happy with.
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| Mar 16, 2023 at 15:23 | history | asked | Felox | CC BY-SA 4.0 |