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    <title>Forem: Simon Sanchez</title>
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      <title>Jeringa: Custom C# Attributes for Easy Dependency Injection</title>
      <dc:creator>Simon Sanchez</dc:creator>
      <pubDate>Tue, 20 Jan 2026 13:45:45 +0000</pubDate>
      <link>https://forem.com/simonsanchezart/jeringa-custom-c-attributes-for-easy-dependency-injection-20hc</link>
      <guid>https://forem.com/simonsanchezart/jeringa-custom-c-attributes-for-easy-dependency-injection-20hc</guid>
      <description>&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2F1d7pgrz1z0900soo7mm9.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2F1d7pgrz1z0900soo7mm9.png" alt="Jeringa Logo" width="800" height="450"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;
  &lt;a href="https://assetstore.unity.com/packages/tools/utilities/jeringa-dependency-injector-296417" rel="noopener noreferrer"&gt;Asset Store&lt;/a&gt; | &lt;a href="https://github.com/simonsanchezart/Jeringa-Dependency-Injector" rel="noopener noreferrer"&gt;GitHub&lt;/a&gt;
&lt;/p&gt;

&lt;p&gt;Dragging dependencies into the inspector can be a hassle, manually calling &lt;code&gt;GetComponent()&lt;/code&gt; for each dependency can be too. A global access point like a Singleton could come with unexpected consecuences, and Dependency Injection (&lt;strong&gt;DI&lt;/strong&gt;) systems like &lt;a href="https://github.com/modesttree/Zenject" rel="noopener noreferrer"&gt;Zenject&lt;/a&gt; can be overkill for smaller projects.&lt;/p&gt;

&lt;p&gt;For reasons like that I created a simple DI system to cover most of my basic necessities when gathering dependencies, this is an article going through how &lt;a href="https://assetstore.unity.com/packages/tools/utilities/jeringa-dependency-injector-296417" rel="noopener noreferrer"&gt;Jeringa&lt;/a&gt; implements some it's methods.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight csharp"&gt;&lt;code&gt;&lt;span class="k"&gt;using&lt;/span&gt; &lt;span class="nn"&gt;Jeringa&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;DemoInjection&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;MonoBehaviour&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;FromSelf&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;SerializeField&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="n"&gt;Rigidbody&lt;/span&gt; &lt;span class="n"&gt;selfRigidbody&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="nf"&gt;FromType&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="k"&gt;typeof&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;MainPlayer&lt;/span&gt;&lt;span class="p"&gt;))]&lt;/span&gt; &lt;span class="n"&gt;Transform&lt;/span&gt; &lt;span class="n"&gt;mainPlayerTransform&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;FromAny&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="n"&gt;AudioSource&lt;/span&gt; &lt;span class="n"&gt;anyAudioSource&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;FromParent&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="n"&gt;CapsuleCollider&lt;/span&gt; &lt;span class="n"&gt;parentCapsule&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;FromChild&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="n"&gt;Rigidbody&lt;/span&gt; &lt;span class="n"&gt;childRigidbody&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;FromSibling&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="n"&gt;Collider2D&lt;/span&gt;&lt;span class="p"&gt;[]&lt;/span&gt; &lt;span class="n"&gt;siblingCollider2dArray&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

    &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Awake&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="p"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;Injector&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Inject&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;Jeringa provides Custom Attributes that define from where that dependency will be injected from.&lt;/p&gt;

&lt;p&gt;In this article I'll explain how you can implement &lt;code&gt;[FromSelf]&lt;/code&gt; and &lt;code&gt;[FromAny]&lt;/code&gt;, the implementation of the other attributes is similar to these two.&lt;/p&gt;

&lt;blockquote&gt;
&lt;p&gt;The way this system is implemented means that only MonoBehavior/Component dependencies can be injected.&lt;/p&gt;

&lt;p&gt;Some methods, like &lt;code&gt;[FromSelf]&lt;/code&gt; or &lt;code&gt;[FromChild]&lt;/code&gt; can only be called on MonoBehavior classes, while others, such as &lt;code&gt;[FromAny]&lt;/code&gt;, can be called from any class, as this last method doesn't depend on a Scene Hierarchy.&lt;/p&gt;
&lt;/blockquote&gt;




&lt;h2&gt;
  
  
  What are C# &lt;a href="https://learn.microsoft.com/en-us/dotnet/csharp/advanced-topics/reflection-and-attributes/" rel="noopener noreferrer"&gt;Attributes&lt;/a&gt;?
&lt;/h2&gt;

&lt;p&gt;C# Attributes essentially allow you to attach metadata to elements such as Fields or Classes. You can then process/parse this metadata using Reflection to for example, set the value of a field.&lt;/p&gt;

&lt;p&gt;A common Unity attribute is the &lt;code&gt;[Range]&lt;/code&gt; attribute, which tells Unity to draw a slider in the Inspector (for numeric fields).&lt;br&gt;
You can also pass arguments to an attribute, in the example of the &lt;code&gt;[Range]&lt;/code&gt; attribute you can pass a Min. and Max. values.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight csharp"&gt;&lt;code&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="nf"&gt;Range&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="m"&gt;0f&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="m"&gt;10f&lt;/span&gt;&lt;span class="p"&gt;)]&lt;/span&gt;
&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="kt"&gt;float&lt;/span&gt; &lt;span class="n"&gt;speed&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;5f&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;






&lt;h2&gt;
  
  
  How do we make our own Attributes?
&lt;/h2&gt;

&lt;p&gt;Before getting into using Attributes for Dependency Injection, let's implement a simpler system to log variables to the console with Attributes.&lt;/p&gt;

&lt;p&gt;To get a custom attribute to work we need 3 main parts:&lt;/p&gt;

&lt;ol&gt;
&lt;li&gt;Our Attribute class&lt;/li&gt;
&lt;li&gt;A method defining how to process those elements with the attribute&lt;/li&gt;
&lt;li&gt;A method to iterate through all elements that &lt;strong&gt;might&lt;/strong&gt; have the attribute&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;Here's a simple implementation of an attribute that logs fields:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight csharp"&gt;&lt;code&gt;&lt;span class="c1"&gt;// 1&lt;/span&gt;
&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="nf"&gt;AttributeUsage&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;AttributeTargets&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Field&lt;/span&gt;&lt;span class="p"&gt;)]&lt;/span&gt; &lt;span class="c1"&gt;// only attachable to fields&lt;/span&gt;
&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;PrintAttribute&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;Attribute&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="kt"&gt;bool&lt;/span&gt; &lt;span class="n"&gt;printType&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;false&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="c1"&gt;// custom argument for attribute&lt;/span&gt;

    &lt;span class="c1"&gt;// 2&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Process&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;MonoBehaviour&lt;/span&gt; &lt;span class="n"&gt;instance&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;FieldInfo&lt;/span&gt; &lt;span class="n"&gt;field&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;Debug&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Log&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;
            &lt;span class="s"&gt;$"[&lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt;&lt;span class="n"&gt;instance&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;name&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s"&gt;] &lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt;&lt;span class="n"&gt;field&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Name&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s"&gt;: &lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt;&lt;span class="n"&gt;field&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;GetValue&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;instance&lt;/span&gt;&lt;span class="p"&gt;)}&lt;/span&gt;&lt;span class="s"&gt;"&lt;/span&gt; &lt;span class="p"&gt;+&lt;/span&gt;
            &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;printType&lt;/span&gt; &lt;span class="p"&gt;?&lt;/span&gt; &lt;span class="s"&gt;$" - &lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt;&lt;span class="n"&gt;field&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;FieldType&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s"&gt;"&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="s"&gt;""&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
        &lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="c1"&gt;// 3&lt;/span&gt;
    &lt;span class="c1"&gt;// gather and process fields of instance&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;static&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;ProcessAll&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;MonoBehaviour&lt;/span&gt; &lt;span class="n"&gt;instance&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;Type&lt;/span&gt; &lt;span class="n"&gt;type&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;instance&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;GetType&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
        &lt;span class="c1"&gt;// public, non-public, static and instance fields&lt;/span&gt;
        &lt;span class="n"&gt;FieldInfo&lt;/span&gt;&lt;span class="p"&gt;[]&lt;/span&gt; &lt;span class="n"&gt;fields&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;type&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;GetFields&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;BindingFlags&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Public&lt;/span&gt; &lt;span class="p"&gt;|&lt;/span&gt; &lt;span class="n"&gt;BindingFlags&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;NonPublic&lt;/span&gt; &lt;span class="p"&gt;|&lt;/span&gt;
                                            &lt;span class="n"&gt;BindingFlags&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Instance&lt;/span&gt; &lt;span class="p"&gt;|&lt;/span&gt; &lt;span class="n"&gt;BindingFlags&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Static&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

        &lt;span class="k"&gt;foreach&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;field&lt;/span&gt; &lt;span class="k"&gt;in&lt;/span&gt; &lt;span class="n"&gt;fields&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;PrintAttribute&lt;/span&gt; &lt;span class="n"&gt;attribute&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;field&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;GetCustomAttribute&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;PrintAttribute&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;(&lt;/span&gt;&lt;span class="k"&gt;true&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
            &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;attribute&lt;/span&gt; &lt;span class="p"&gt;!=&lt;/span&gt; &lt;span class="k"&gt;null&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="n"&gt;attribute&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Process&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;instance&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;field&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;Then we need a place to call our static &lt;code&gt;ProcesAll()&lt;/code&gt; method. In this case we're going to call it in the &lt;code&gt;Awake()&lt;/code&gt; method of a MonoBehavior, passing the instance to ensure we can properly call &lt;code&gt;field.GetValue()&lt;/code&gt;.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight csharp"&gt;&lt;code&gt;&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;Player&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;MonoBehaviour&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;PrintAttribute&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="kt"&gt;string&lt;/span&gt; &lt;span class="n"&gt;playerName&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="nf"&gt;Print&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;printType&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;true&lt;/span&gt;&lt;span class="p"&gt;)]&lt;/span&gt; &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;health&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;100&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

    &lt;span class="c1"&gt;// ProcessAll takes the instance&lt;/span&gt;
    &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Awake&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="p"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;PrintAttribute&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;ProcessAll&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;





&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight plaintext"&gt;&lt;code&gt;// After running this with two Player instances we get:
[PlayerA] playerName: Peter
[PlayerA] health: 100 - System.Int32
[PlayerB] playerName: John
[PlayerB] health: 100 - System.Int32
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;A couple of things to note:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;code&gt;[PrintAttribute]&lt;/code&gt; can be simplified to &lt;code&gt;[Print]&lt;/code&gt;
&lt;/li&gt;
&lt;li&gt;By defining a public field (&lt;code&gt;printType&lt;/code&gt;) in &lt;code&gt;PrintAttribute&lt;/code&gt;, it becomes an argument&lt;/li&gt;
&lt;/ul&gt;




&lt;h2&gt;
  
  
  Basic Dependency Injection with Custom Attributes
&lt;/h2&gt;

&lt;p&gt;Applying these concepts to a dependency injection system is pretty straightforward, first we'll define an abstract class with some methods, as we will want multiple Injection Attributes (&lt;code&gt;FromSelf&lt;/code&gt; and &lt;code&gt;FromAny&lt;/code&gt;.)&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight csharp"&gt;&lt;code&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="nf"&gt;AttributeUsage&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;AttributeTargets&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Field&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;Inherited&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;true&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;AllowMultiple&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;false&lt;/span&gt;&lt;span class="p"&gt;)]&lt;/span&gt;
&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;abstract&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;InjectAttribute&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;Attribute&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;abstract&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Inject&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;object&lt;/span&gt; &lt;span class="n"&gt;target&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;FieldInfo&lt;/span&gt; &lt;span class="n"&gt;field&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

    &lt;span class="k"&gt;protected&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;LogNullDependency&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;object&lt;/span&gt; &lt;span class="n"&gt;target&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;Type&lt;/span&gt; &lt;span class="n"&gt;fieldType&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;Debug&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;LogWarning&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;$"[&lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt;&lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s"&gt;] No object with a &lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt;&lt;span class="n"&gt;fieldType&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s"&gt; found for &lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt;&lt;span class="n"&gt;target&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s"&gt;"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;





&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight csharp"&gt;&lt;code&gt;&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;FromSelf&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;InjectAttribute&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;override&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Inject&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;object&lt;/span&gt; &lt;span class="n"&gt;target&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;FieldInfo&lt;/span&gt; &lt;span class="n"&gt;field&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;MonoBehaviour&lt;/span&gt; &lt;span class="n"&gt;self&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;MonoBehaviour&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;&lt;span class="n"&gt;target&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="c1"&gt;// to call GetComponent&lt;/span&gt;

        &lt;span class="c1"&gt;// fieldType indicates *what* we want to inject (RigidBody, Camera, etc...)&lt;/span&gt;
        &lt;span class="n"&gt;Type&lt;/span&gt; &lt;span class="n"&gt;fieldType&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;field&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;FieldType&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="c1"&gt;// get dependency by calling GetComponent on self&lt;/span&gt;
        &lt;span class="kt"&gt;object&lt;/span&gt; &lt;span class="n"&gt;dependency&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;self&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;GetComponent&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;fieldType&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

        &lt;span class="c1"&gt;// Log Warning and return if dependency not found&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;dependency&lt;/span&gt; &lt;span class="p"&gt;==&lt;/span&gt; &lt;span class="k"&gt;null&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="nf"&gt;LogNullDependency&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;target&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;fieldType&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
            &lt;span class="k"&gt;return&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;

        &lt;span class="c1"&gt;// fill field with dependency&lt;/span&gt;
        &lt;span class="n"&gt;field&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;SetValue&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;target&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;dependency&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;The implementation of &lt;code&gt;FromAny&lt;/code&gt; is almost identical.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight csharp"&gt;&lt;code&gt;&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;FromAny&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;InjectAttribute&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;override&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Inject&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;object&lt;/span&gt; &lt;span class="n"&gt;target&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;FieldInfo&lt;/span&gt; &lt;span class="n"&gt;field&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;Type&lt;/span&gt; &lt;span class="n"&gt;fieldType&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;field&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;FieldType&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="kt"&gt;object&lt;/span&gt; &lt;span class="n"&gt;dependency&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;GameObject&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;FindAnyObjectByType&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;fieldType&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
                                                           &lt;span class="n"&gt;FindObjectsInactive&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Include&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="c1"&gt;// ... null check ...&lt;/span&gt;

        &lt;span class="n"&gt;field&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;SetValue&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;target&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;dependency&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;blockquote&gt;
&lt;p&gt;Note that this implementation doesn't handle array dependencies, for that, feel free to check &lt;a href="https://github.com/simonsanchezart/Jeringa-Dependency-Injector" rel="noopener noreferrer"&gt;Jeringa's source code&lt;/a&gt;.&lt;/p&gt;
&lt;/blockquote&gt;

&lt;p&gt;Similarly to the &lt;code&gt;PrintAttribute&lt;/code&gt;, we define a public method that we call to process all the fields in a MonoBehavior.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight csharp"&gt;&lt;code&gt;&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;static&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;Injector&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;static&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Inject&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;MonoBehaviour&lt;/span&gt; &lt;span class="n"&gt;instance&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;Type&lt;/span&gt; &lt;span class="n"&gt;type&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;instance&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;GetType&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
        &lt;span class="n"&gt;FieldInfo&lt;/span&gt;&lt;span class="p"&gt;[]&lt;/span&gt; &lt;span class="n"&gt;fields&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;type&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;GetFields&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;BindingFlags&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Public&lt;/span&gt; &lt;span class="p"&gt;|&lt;/span&gt;
                                            &lt;span class="n"&gt;BindingFlags&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;NonPublic&lt;/span&gt; &lt;span class="p"&gt;|&lt;/span&gt;
                                            &lt;span class="n"&gt;BindingFlags&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Instance&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

        &lt;span class="k"&gt;foreach&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;field&lt;/span&gt; &lt;span class="k"&gt;in&lt;/span&gt; &lt;span class="n"&gt;fields&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;InjectAttribute&lt;/span&gt; &lt;span class="n"&gt;attribute&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;field&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;GetCustomAttribute&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;InjectAttribute&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;(&lt;/span&gt;&lt;span class="k"&gt;true&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
            &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;attribute&lt;/span&gt; &lt;span class="p"&gt;!=&lt;/span&gt; &lt;span class="k"&gt;null&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="n"&gt;attribute&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Inject&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;instance&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;field&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;And then we can quickly setup our custom attributes to our &lt;code&gt;Player&lt;/code&gt; class, and call &lt;code&gt;Injector.Inject()&lt;/code&gt; whenever we need to fill our dependencies:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight csharp"&gt;&lt;code&gt;&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;Player&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;MonoBehaviour&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;FromAny&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="n"&gt;Light&lt;/span&gt; &lt;span class="n"&gt;sceneLight&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;FromSelf&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="n"&gt;MeshRenderer&lt;/span&gt; &lt;span class="n"&gt;myMeshRenderer&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

    &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Awake&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="p"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;Injector&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Inject&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



</description>
      <category>unity3d</category>
      <category>csharp</category>
      <category>tooling</category>
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