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Question by Chris1012 · Nov 10, 2018 at 03:56 AM · scripting problemclassesenum

How to build a humanoid class with body parts that can be accessed?

I have the following code:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Humanoid : MonoBehaviour
 {
     public string thisThingName;
     public enum bodyParts { arm = 1, torso = 2, legs = 3 };
 
     public Humanoid(string name)
     {
         thisThingName = name;
     }
 }
 

And my problem is that I want to access the bodyParts variable as a part of any new human I create. I.E. I want to be able to do something like this:

     public Humanoid newHuman = new Humanoid("Doug");
 
     public void Start()
     {
         if(Input.GetMouseButtonDown(0))
         {
             newHuman.bodyParts.Torso = Humanoid.damageTypes.Gravely_Injured;  
         }
     }


But I can only reference it in this form:

 public Humanoid newHuman = new Humanoid("Doug");
 
     public void Start()
     {
         if(Input.GetMouseButtonDown(0))
         {
             Humanoid.bodyParts.arm;
         }
     }

Notice how the body parts enum is completely separate from my new humanoid Doug? I cannot access the variable through newHumanoid.bodyParts either.

My current thinking is that I will have to create a new class for bodyParts, and then build a list of bodyParts in the humanoid class. But I wanted a second or third opinion before I pursue that.

Should I even be using enums in this instance? Please help.

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Answer by UnityCoach · Nov 10, 2018 at 11:47 AM

Declaring an enum is one thing, then you need to declare a field of that type to store a value.

By the way, you don't need to assign them values, unless you need to "insert" other values in between later.

 public enum BodyPart {Arm, Torso, Leg}
 [SerializeFIeld] BodyPart oneBodyPart; // this would be one part
 [SerializeFIeld] BodyPart[] bodyParts; // this would be an array of parts
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avatar image Chris1012 · Nov 10, 2018 at 04:03 PM 0
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It seems like an enum isn't the correct type of variable for what I actually want to do, which is have individual body parts that track their own damage, but thank you so much for explaining how to use enums as I have been confused by them for a while. And it's given me a good outline for a better body parts system.a

avatar image UnityCoach Chris1012 · Nov 10, 2018 at 06:45 PM 1
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Yes, enums are just ints with labels in fact. It works well for finite states like (Idle, Patrolling, Chasing, Fighting, Fleeing, etc) or anything that is mutually exclusive.

I believe a class would probably be a better fit for what you want to do. Like

 public enum BodyPartType {Torso, Arm, Leg, Head, Tail}
 public enum BodyPartSide {Center, Left, Right}
 
 [System.Serializable]
 public class BodyPart
 {
     public BodyPartType type {get; private set;}
     public BodyPartSide side {get; private set;}
     public float damageAmount {get; private set;}
 
     public void ApplyDamage (float damage)
     {
         damageAmount += damage;
         if (damageAmount >= maxDamage)
         {
             // do something to body part
         }
     }
 }
 
 public class CharacterBody : $$anonymous$$onoBehaviour
 {
     [SerializeField] BodyPart[] bodyParts;
 }

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