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Question by n00ben · Nov 14, 2016 at 03:53 AM · c#unity 5inheritance

Trouble with inheritance

Hi guys. I am having a really annoying problem with inheritance. I am using UI to dynamically populate a shop with Weapons from a list.

Weapon is the base class and I then have other classes such as Pistol, Machinegun, etc, that extend Weapon.

 public abstract class Weapon : MonoBehaviour{
     public int weaponID;
 }

...

 public class Pistol : Weapon {
 public Pistol() {
     weaponID = 1; // test value;
 }

...

 public class MachineGun : Weapon {
 public MachineGun () {
     weaponID = 2; // test value;
 }

...

 for (int i = 0; i < weaponsForSale.Length; i++) {
             GameObject weaponPrefab = Instantiate (weaponsForSale [i]);
             Weapon weaponComp = weaponPrefab.GetComponent<Weapon>();
             Debug.Log(weaponComp); // this displays the correct class, Pistol, Machinegun, etc
             Debug.Log(weaponComp.weaponID); // this displays 0, the base stat of weapon instead of the pistol, machinegun, etc
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Answer by spraw · Nov 14, 2016 at 06:04 AM

You cannot/shouldn't call a constructor in Unity like that. Instead call Awake, Start, etc.

 public class Pistol : Weapon {
  void Start() {
      weaponID = 1; // test value;
  }
 }

https://unity3d.com/learn/tutorials/topics/scripting/classes

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avatar image UNDERHILL · Nov 15, 2016 at 06:41 AM 0
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Don't you need to override values set in base classes? Don't they have to be virtual?

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Answer by n00ben · Nov 14, 2016 at 01:11 PM

@spraw I was using Start to no avail, problem persists.

Edit: Awake seems to be working, but not Start o.o Thank you.

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