Open Derojo opened 5 years ago
I would like to do something like this as well. I have a regular C# class for inventory that I bind to the container when the game starts. I would like to be able to modify this inventory in a custom editor window. How can I inject this inventory into the editor window?
At the moment we are creating a IMachine class with all its dependencies via a factory by ByNewContextPrefabResource.
Now the thing is I want to inject the IMachine class into a editor window so I can monitor data. Now when I inject it into the editor window it obviously gives an error because the IMachine isn't created yet.
Some solutions I came up with are :
What do you think about this, is there a neat solution for this?