I am trying to automate the display (gathering via reflection) of my variables which are located in specific scripts in Unity. The trouble is assigning custom values (for example: "string DisplayName", "bool DisplayMe", "bool WriteMe" etc.). When it comes to my custom classes I understand how I would do it, but I would like to avoid remaking types like float, string, int etc. for this purpose.
For example, let's say I have:
public class myBaseClass
{
public string Name = "Display Name";
public bool AmReadable = true;
public bool AmWritable = true;
}
Then:
public class myDoubleFloat: myBaseClass
{
public float ValueFirst;
public float ValueSecond;
}
So in some scripts in Unity I define it:
public class SomeScriptOnGameObject : MonoBehaviour
{
public myDoubleFloat myFirstVariable{get; set;}
public float mySecondVariable{get; set;}
}
So later on with reflection I can check whether "myFirstVariable" should be read, it's display name etc. - while for "mySecondVariable" I cannot perform this check. How do I go about this without reinventing the wheel and making a class for each of these types like float, string, int, List etc.?
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