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Скачать или смотреть Referencing a Script by a String in Unity: A Simple Guide

  • vlogize
  • 2025-08-16
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Referencing a Script by a String in Unity: A Simple Guide
Is there a way to reference a script by a string?c#unity game engine
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Описание к видео Referencing a Script by a String in Unity: A Simple Guide

Learn how to easily reference static variables in Unity through strings using Dictionaries for better data management and organization.
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This video is based on the question https://stackoverflow.com/q/64493241/ asked by the user 'almand' ( https://stackoverflow.com/u/14439025/ ) and on the answer https://stackoverflow.com/a/64494258/ provided by the user 'Milan Egon Votrubec' ( https://stackoverflow.com/u/8051819/ ) at 'Stack Overflow' website. Thanks to these great users and Stackexchange community for their contributions.

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The original Question post is licensed under the 'CC BY-SA 4.0' ( https://creativecommons.org/licenses/... ) license, and the original Answer post is licensed under the 'CC BY-SA 4.0' ( https://creativecommons.org/licenses/... ) license.

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Referencing a Script by a String in Unity: A Simple Guide

When developing in Unity, you may encounter scenarios where you want to store and manage values in an efficient way. One common challenge is referencing a static variable from a script using a string identifier. This can become particularly tricky when managing multiple data points, as in the case of a DataHolder holding various properties like manpower, weapons, and food. In this guide, we'll explore a neat solution to this problem using C# dictionaries.

The Problem

Let's suppose you have a DataHolder class set up in Unity, which holds different static variables for various game properties:

[[See Video to Reveal this Text or Code Snippet]]

You want to reference these variables in a MonoBehaviour script using strings. For example, you have a string manpowerDataName that you want to use to set the value of fmp. Your initial thought might lead you to wonder whether this is even doable, and if so, how to implement it cleanly.

The Solution

The good news is that using a Dictionary<string, int> can streamline this process. This approach allows you to manage your variables dynamically based on string keys. Let’s break this down into manageable steps.

Step 1: Create a Dictionary

First, you'll want to initialize a static dictionary to hold your data. Here's how you can do that:

[[See Video to Reveal this Text or Code Snippet]]

Step 2: Implement Get and Set Methods

Next, implement two methods for setting and getting the values in the dictionary. Here's the code for that:

[[See Video to Reveal this Text or Code Snippet]]

Step 3: Using the Dictionary in Your MonoBehaviour Script

With the dictionary and methods set up, you can now reference your data easily. Here’s an example of how to use it in your MonoBehaviour script:

[[See Video to Reveal this Text or Code Snippet]]

Explanation of the Implementation

Dictionary Initialization: You create a static dictionary that will hold string keys and integer values. This allows for easy access and management.

Get and Set Methods: The Get method retrieves a value based on the string key, while the Set method adds new entries without overwriting existing values.

In Practice: You use the set method in your Start() function to dynamically store values based on string keys defined in your game logic.

Conclusion

By utilizing a Dictionary<string, int>, you can efficiently manage your game's static data and reference it using strings. This method not only simplifies your code but also enhances the readability and maintainability of your game scripts.

Next time you're faced with similar challenges in Unity, remember this approach to streamline your data handling and make your development process smoother.

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