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Question by cregox · Apr 29, 2013 at 09:29 PM · c#reflection

How to make scripts independent from each other

I want to write a script that will be independent from a framework (for instance). So, if I delete the framework, this script should run without problems:

 FrameworkComponent fc = gameObject.GetComponent<FrameworkComponent>();
 Debug.Log(fc.parameter);

This obviously doesn't work if I remove the FrameworkComponent class.

Question is: how to write code in which I can safely make it work regardless of the framework existing or not?

Point is: I just wanted to debug my project for a very weird Unity error and I'm doing it through excluding code. To be able to do so, I had to go through every script depending on the code I remove. But most of them don't really need to rely on the other classes. I would use SendMessage but that won't easily return a value (the parameter) back in just one line or two.

Any ideas? I think this is not really possible, in csharp at least (I won't do it in javascript or boo because languages don't really talk very well with each other yet)... But I think it would also be quite desirable and advisable code design.

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Answer by sonofbryce · Apr 29, 2013 at 11:00 PM

From what I understand, you want to have connected code not completely break if some components are removed. I think you want to use C# Events rather than SendMessage. But it's definitely more lines of code than SendMessage. But events can fire and it doesn't matter if nothing is listening to them.

Here's a post explaining how it works: http://www.everyday3d.com/blog/index.php/2010/10/04/c-events-and-unity3d/

Here's an example of how I did a game timer.

 public class GameTimer {

 public delegate void GameEventHandler();
 public event GameEventHandler TimeComplete;

 public void Complete() {
     Debug.Log("GameTimer >>> Complete");
     
     TimeComplete();
 }

And in the Game class I listen for that event like this...

 public class Game : MonoBehaviour {
 
 private GameTimer _timer;
 
 void Start() {
         _timer = new GameTimer(30); // timer
         _timer.Start();
         _timer.TimeComplete += TimeComplete;
 }
 
 public void TimeComplete() {
         Debug.Log( "I'm called in Game.cs when timer is done!");
     }
 }

I hope that helps!

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