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Inheritance that changes how events are handled. (C#)
Hi everyone,
I am working on a new project where a state manager is changing the state of many objects simultaneously through an event system. I'm thinking I will use inheritance to make it so that any object that doesn't have something to do will just hide. My scripts are currently StateManager, SetPiece, and Actor (which inherits from SetPiece for objects that actually do something in the current state). They are all very simple.
StateManager:
public class StateManager : MonoBehaviour
{
public int State { get; private set; }
public delegate void StateChange();
public static event StateChange OnStateChanged;
private void Update()
{
if (Input.GetKeyDown(KeyCode.Space))
{
if (OnStateChanged != null)
{
OnStateChanged();
}
}
}
}
SetPiece:
public class SetPiece : MonoBehaviour
{
private void OnEnable()
{
StateManager.OnStateChanged += Hide;
}
private void OnDisable()
{
StateManager.OnStateChanged -= Hide;
}
void Hide()
{
GetComponent<Renderer>().enabled = false;
}
}
Actor is currently empty.
Hide works perfectly, but I want to use Actor to override the Hide behavior in states where the object does something. I want the object to default to Hide when Actor doesn't have anything for the object to do.
How do I use inheritance to overwrite the Hide behavior when Actor is doing something?
Answer by Ereptor · Jun 13, 2017 at 01:27 PM
I've solved it using virtual and override.
Set Piece:
public class SetPiece : MonoBehaviour
{
private void OnEnable()
{
StateManager.OnStateChanged += DoTheThing;
}
private void OnDisable()
{
StateManager.OnStateChanged -= DoTheThing;
}
public virtual void DoTheThing()
{
Hide();
}
private void Hide()
{
GetComponent<Renderer>().enabled = false;
}
}
Actor:
public class Actor : SetPiece
{
public override void DoTheThing()
{
Move();
}
public void Move()
{
}
}