I have a game object (a cube, let's say) which exists in the scene, and I want it to have an injectable component. I want to be able to say, for example: My cube has an IShotFirer member, which can resolve to either a BoomShotFirer or a BangShotFirer MonoBehavior component, both of which implement IShotFirer. When binding happens, I want this component to be added to the cube object.
public class CubeBehavior : MonoBehaviour
{
[Inject]
private IShotFirer shotFirer;
}
Is it possible to do this without 1) needing an existing prefab which contains one of these Bang/Boom components, or 2) needing an existing scene object which has one of these components attached?
In other words, I want to be able to dynamically add the component to my game object depending on the bindings, and not relying on anything other than the script files which define either BoomShotFirer or BangShotFirer. But the docs seem to imply that I need to find an existing game object or prefab (e.g. using .FromComponentsInChildren(), etc.)