I have a Unity + Zenject setup with a ProjectInstaller with some global dependencies that adhere to a "modal" interface, e.g.,
public class ProjectInstaller : MonoInstaller {
public override void InstallBindings() {
Container.Bind<ModalManager>().AsSingle();
Container.Bind<Modal>().To<DialogManager>().AsSingle();
}
}
Some modals are only relevant to certain scenes, so I bind those in the SceneInstaller:
public class SceneInstaller : MonoInstaller {
public override void InstallBindings() {
Container.BindInterfacesAndSelfTo<InventoryManager>()
.FromComponentInNewPrefab(InventoryPrefab)
.AsSingle()
}
}
I want to manage all modals from the single ModalManager, defined at the project scope. So it has a List<Modal> binding:
public class ModalManager : MonoBehaviour {
[Inject]
protected List<Modal> _modals;
}
When I run this, the ModalManager only gets a single modal: the one defined in the project scope. In my understanding the SceneContext is a subcontainer of the ProjectContext. So I should be able to use FromSubContainerResolve in the ProjectInstaller to bind items in the child scene, perhaps by adding a line like:
// ProjectInstaller.cs
public override void InstallBindings() {
// ...
Container.Bind<Modal>().To<InventoryManager>().FromSubContainerResolve();
}
But I'm not sure which of the eleventy FromSubContainerResolve methods make sense for this case. They all seem pertinent to prefabs with a game object context, not for use from within the ProjectContext.
Does this use case make sense? Is there an easier or better way?
The problem is that that ModalManager can only be injected with dependencies that are added directly to ProjectContext. For these kinds of problems I recommend using the following pattern:
public interface IModal
{
}
public class ModalManager
{
private readonly List<IModal> _modals = new List<IModal>();
public IReadOnlyList<IModal> Modals
{
get { return _modals; }
}
public void AddModal(IModal modal)
{
_modals.Add(modal);
}
public bool RemoveModal(IModal modal)
{
return _modals.Remove(modal);
}
}
public class ModalRegisterHandler : IInitializable, IDisposable
{
private readonly List<IModal> _modals;
private readonly ModalManager _modalManager;
public ModalRegisterHandler(
// We need to use InjectSources.Local here, otherwise we will
// add any project context modals again in each scene
[Inject(Source = InjectSources.Local)]
List<IModal> modals, ModalManager modalManager)
{
_modals = modals;
_modalManager = modalManager;
}
public void Initialize()
{
foreach (var modal in _modals)
{
_modalManager.AddModal(modal);
}
}
public void Dispose()
{
// We don't want ModalManager to retain references to Modals defined in unloaded scenes
// (dispose is executed on scene unload)
foreach (var modal in _modals)
{
_modalManager.RemoveModal(modal);
}
}
}
public class SceneInstaller : MonoInstaller
{
public override void InstallBindings()
{
Container.Bind<IModal>().To<FooModal>();
Container.Bind<IModal>().To<BarModal>();
}
}
public class ProjectInstaller : MonoInstaller
{
public override void InstallBindings()
{
// We use CopyIntoDirectSubContainers so that ModalRegisterHandler gets automatically added to every
// scene context
Container.BindInterfacesTo<ModalRegisterHandler>().AsSingle().CopyIntoDirectSubContainers();
Container.Bind<ModalManager>().AsSingle();
Container.Bind<IModal>().To<QuxModal>();
Container.Bind<IModal>().To<FizzModal>();
}
}