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Question by tw1st3d · May 27, 2014 at 04:19 PM · c#multipleconstructor

C# Multiple constructors

Hey guys. I haven't exactly hit a problem with this, but I figured I'd learn about it before trying to go any further with it. I've got an "Enemy" class, currently, and want to have a way to create a new enemy with either a full list of variables, or just with an enemy id. I currently have this,

 public class Enemy
 {
     public mUnit pMob;
 
     public Enemy(int id)
     {
         this.pMob.enemyId = id;
     }
 
     public Enemy(int id, int hp, int spd, Equipment equipped, pStat stat, mDOMAIN dom, mCLASS c, mSEX g)
     {
         this.pMob.enemyId = id;
         this.pMob.health = hp;
         this.pMob.speed = spd;
         this.pMob.items = equipped;
         this.pMob.stats = stat;
         this.pMob.domain = dom;
         this.pMob.eClass = c;
         this.pMob.gender = g;
     }
 }

Is this the proper way to create multiple class instantiation options, or should I be doing something else?

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Answer by XD716 · May 27, 2014 at 04:32 PM

Give default values to your class variables, making them optional parameters.

 public Enemy(int id, int hp = 0, int spd = 0...) {
 
 }
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avatar image tw1st3d · May 27, 2014 at 04:37 PM 0
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Worked perfectly. Thanks!

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Answer by Owen-Reynolds · May 27, 2014 at 06:56 PM

Another common method is to route them all through an init() function. That allows you to make constructors taking any sorts of inputs. Ex:

 // if it turns out you sometimes spawn enemies only varying on class&sex:
 public Enemy(mClass c, mSex s) { init(100,0,0,0, c, s); }

 // ...and often want to copy an old enemy, but with a different weapon:
 public Enemy(Enemy e2, Equipment newGun) { init(e2.hp, ... , newGun, e2.class ... ); }

 // copy of your 2nd "long" constructor
 // all contructors call this to do the real work:
 void init(int id,  int hp ...... ) { ... }

But not really Unity tricks. This is all just general programming. C# forums are full of this stuff.

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