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Question by FrHaYwOrKs · Apr 12, 2011 at 02:57 PM · javascriptclassdeclaration

Creating Custom Script Classes

Until now I scripted based to a game-object-centered point of view, but clearly there must be something more outside of it!

I read that I can decleare new classes and access them after having stored them for example in a DLL file, not that I'm in need of a DLL for the moment, I just need to understand how to write a class unlinked from the game objects.

My object oriented programming stops at PHP 5 and a couple of Java months of work, so I'm a bit confused about how to replicate the same effect on Unity.

Where should I put my new code files, if they are not attached to any actual object in game?

How should I decleare new classes in those files?

Where can I tell other script that they have to recognize those new files with those new classes?

(I feel dumb just asking but I'm really unable to figure it out easily... >_>)

EDIT: For example I actually need to make out a script that reads informations from a game object, but I'm tired to duplicate the same function in every script I make, just to let every object be able to use it...

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Answer by poncho · Apr 12, 2011 at 03:09 PM

1-those can be on the same project 2-if you want to access by instantiating a object of it, it would be public, if you just want to access it by just naming the class then use static 3-just need to make the build and save

hope it helps you

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avatar image FrHaYwOrKs · Apr 12, 2011 at 03:12 PM 0
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So are you saying that just putting the JS in the project assets list will include it in the recognized class list? Every script I put there? (BTW: Thanks for the answer!)

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Answer by Extrakun · Apr 12, 2011 at 03:03 PM

Here's a sample JavaScript class

class foobar { private var x:int; public var y:string;

public void HelloWorld() { } }

Just create a new JS file called foobar (name of class has to match the class' name), and place it anywhere within your directory structure.

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avatar image FrHaYwOrKs · Apr 12, 2011 at 03:10 PM 0
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That's good for "How to decleare it", thanks a lot! But now, where should I put those code lines? And am I sure that in any other script, if I call foobar.HelloWorld() it will work, without placing it anywhere?

avatar image Extrakun · Apr 12, 2011 at 03:38 PM 0
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ahh..included the details you want in my answers

avatar image FrHaYwOrKs · Apr 12, 2011 at 03:42 PM 0
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Good, thanks! :)

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