Comments (4)
I don't think you need to use GameObjectContext.CreateComponent
. You can just use AddComponent<GameObjectContext>
and then wait for it to be injected. When you create it dynamically, aren't you placing it in a subcontainer? If nothing else, SceneContext container or ProjectContext container? If so then you shouldn't need to call Construct manually and instead trigger injection on it
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Thanks for reply.
No, AddComponent does not work either - what I want to do is create GameObject that has GameObjectContext and some of (custom) Installer completely dynamically.
aren't you placing it in a subcontainer?
does this means I should set created GameObjectContext to the subcontainer? (in my situation, SceneContext container I guess?)
If so, how should I do?
public static GameObjectContext Create(DiContainer parentContainer, params Type[] installerTypes)
{
var go = new GameObject();
var installers = installerTypes.Select(x => go.AddComponent(x))
.Cast<MonoInstaller>();
var context = CreateComponent<GameObjectContext>(go); //or AddComponent
context.Installers = installers;
context.Construct(parentContainer);
return context;
}
↑ this is what I am doing right now.
should I use Factory for GameObjectContext ?
again, thanks for the help 😄
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The way you're doing it looks like it should work, but it's not how zenject is intended to be used.
Couldn't you do something like this instead?
Container.BindFactory<Foo, Foo.Factory>().FromSubContainerResolve().ByNewGameObjectInstaller<MyRootInstaller>();
public class MyRootInstaller : Installer {
public override void InstallBindings() {
}
}
Then when you call FooFactory.Create
I think it should result in the same thing you are doing there. If you have multiple installers you can call them all from MyRootInstaller
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Yeah, I agree with you - Construct method should be injected not calling manually.
btw, your suggested solution works like a charm. thank you! 😄
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