protected override void GetInjectableMonoBehaviours(List <MonoBehaviour> monoBehaviours) { UniDiUtilInternal.AddStateMachineBehaviourAutoInjectersUnderGameObject(gameObject); // We inject on all components on the root except ourself foreach (var monoBehaviour in GetComponents <MonoBehaviour>()) { if (monoBehaviour == null) { // Missing script continue; } if (!UniDiUtilInternal.IsInjectableMonoBehaviourType(monoBehaviour.GetType())) { continue; } if (monoBehaviour == this) { continue; } monoBehaviours.Add(monoBehaviour); } for (int i = 0; i < transform.childCount; i++) { var child = transform.GetChild(i); if (child != null) { UniDiUtilInternal.GetInjectableMonoBehavioursUnderGameObject( child.gameObject, monoBehaviours); } } }
protected override void GetInjectableMonoBehaviours(List <MonoBehaviour> monoBehaviours) { UniDiUtilInternal.AddStateMachineBehaviourAutoInjectersUnderGameObject(gameObject); UniDiUtilInternal.GetInjectableMonoBehavioursUnderGameObject(gameObject, monoBehaviours); }