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Question by MSavioti · Mar 08, 2019 at 08:55 AM · getcomponentinheritancepolymorphism

GetComponent( ) and Polymorphism

I have a EnemyGrunt class that inherits Enemy class. I'm trying to call a method from the Enemy class like this, when casting the overlap on a game object with the EnemyGrunt script:

 numberOfLayersDetected = Physics2D.OverlapBoxNonAlloc(meleeAttackSpawnSpot.position, 
                 new Vector2(meleeAttackBoxRadiusX, meleeAttackBoxRadiusY), 0, castResults, 1 << LayerMask.NameToLayer("Enemy"));
 
             if (numberOfLayersDetected > 0) {
                 for (int i = 0; i < castResults.Length; i++) {
                     Enemy currentEnemy = castResults[i].gameObject.GetComponent<Enemy>();
                     currentEnemy.SufferDamage(meleeDamage);
                 }
             }

However, the currentEnemy variable doesn't receive anything from the GetComponent(). Probably I'm doing something wrong, so I ask you: how can I inflict damage in any type of object that inherits from Enemy class?

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Answer by Casiell · Mar 08, 2019 at 09:26 AM

GetComponent works with polymorphism, so the problem must be somewhere else.

Are you sure your EnemyGrunt script is placed on the same object as his collider? Are you sure you are even getting expected results from your OverlapBox?

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avatar image MSavioti · Mar 08, 2019 at 06:03 PM 0
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Thanks for tips, it really helped solving the problem. The collider is a child of the object containing the script and I modified the script to filter it as much as possible. That's how it looks like now:

 if (numberOfLayersDetected > 0) {
                 for (int i = 0; i < numberOfLayersDetected; i++) {
                     Enemy currentEnemy = castResults[i].transform.GetComponentInParent<Enemy>();
                     if (currentEnemy is Enemy) {
                         currentEnemy.SufferDamage(meleeDamage);
                     }
                 }
             }
avatar image Casiell MSavioti · Mar 08, 2019 at 09:16 PM 1
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Happy it works now. Also I believe that replacing "currentEnemy is Enemy" with "currentEnemy != null" would be better as being null is the only situation where "currentEnemy is Enemy" could be false

avatar image MSavioti Casiell · Mar 09, 2019 at 01:26 AM 0
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I agree with you. Thanks again.

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