Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by pietrovismara · Dec 06, 2016 at 03:53 AM · c#structure

C# code structure question

As an example, i have 2 classes, both doing almost the same stuff:

 public class PlayerManager : MonoBehaviour
 {
     void Update()
     {
         RaycastHit hit;
         if (Input.GetMouseButtonDown(0))
         {
             Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
             if (Physics.Raycast(ray, out hit))
                 Move(hit.point);
         }
     }
 
     public void Move(Vector3 position)
     {
         // Move to given position
     }
 }
 
 public class NpcManager : MonoBehaviour
 {
     void Update()
     {
         RaycastHit hit;
         if (Input.GetMouseButtonDown(0))
         {
             Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
             if (Physics.Raycast(ray, out hit))
                 Move(hit.point);
         }
     }
 
     public void Move(Vector3 position)
     {
         // Move to given position
     }
 }


Instead of detecting mouse click and finding hit.point in both classes Update, i'd like to move that code to a third class, which would then call the Move method of PlayerManager and NpcManager.

Of course i could require both scripts via GetComponent or other ways, but as my classes grow this becomes quickly unmantainable.

Any suggestions on how can i do this in a way that is mantainable even when expanding the codebase?

Comment
Add comment · Show 3
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image getyour411 · Dec 06, 2016 at 04:22 AM 1
Share

Your NPCs are going to be clicking the mouse? ;-)

Anyway, there's many options here. You might create a static class and start filling it with repeatable functions that other things are going to want.

This might be useful for you going forward as well. https://unity3d.com/learn/tutorials/topics/scripting/events?playlist=17117

avatar image edcx · Dec 06, 2016 at 10:47 AM 0
Share

You can use interitance. For example npc and player is both character so you can create a character class with these functionalities and that your player and npc will inherit from character class.

Another approach is creating a component that does this specific job and then you can add this component to your player and npc objects so that those classes can talk to that component to do the task.

It makes more sense to me to use inheritance for this case though.

avatar image pietrovismara edcx · Dec 06, 2016 at 01:34 PM 0
Share

I understand this approach. What i'm really asking is, having a Character generic class and Player / Npc classes inheriting from it, how do i use them in a third class which handles inputs?

1 Reply

· Add your reply
  • Sort: 
avatar image
2
Best Answer

Answer by JedBeryll · Dec 06, 2016 at 06:31 AM

For classes that are supposed to do mostly the same thing you should use inheritance. You make virtual methods so the inheriting classes can override if they need to do the same thing with a different code. It will keep your code manageable and fast.

https://msdn.microsoft.com/en-us/library/ms173149.aspx?f=255&MSPPError=-2147217396

http://answers.unity3d.com/questions/119516/inheriting-from-a-class-that-inherits-from-monobeh.html

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

9 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Multiple Cars not working 1 Answer

Distribute terrain in zones 3 Answers

Making a bubble level (not a game but work tool) 1 Answer

An OS design issue: File types associated with their appropriate programs 1 Answer

Renderer on object disabled after level reload 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges