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Question by doomagent13 · May 14, 2017 at 10:24 PM · resetaddcomponentinherited-members

How do I set default values for inherited variables such that they keep their values when added by script?

Very basic example:

 public class A : MonoBehaviour
 {
   public int a = 1;
 }
 
 public class B : A
 {
   void Reset()
   {
     a = 5;
   }
 }
 
 public class C : MonoBehaviour
 {
   void Start()
   {
     B b = AddComponent<B>();
   }
 }

If B is added to an object in the editor, 'a' does get set to 5. However, if C is put on an object, that object gets a B with 'a' == 1. I think this is the kind of thing that would usually go in a constructor, but MonoBehaviours are not supposed to use constructors. I could make an extra function to set the values that is called in both Start and Reset, but then changes made in the editor would be ignored. The only solution I can think of is to make B.Reset public, and add:

 public class D : MonoBehaviour
 {
   void Start()
   {
     AddComponent<B>().Reset();
     Destroy(this);
   }
 }

and then add a D whenever I actually want a B. Is there some other, simpler way to do this?

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avatar image RobAnthem · May 14, 2017 at 11:53 PM 0
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Actually constructors on $$anonymous$$onoBehaviours is just fine, as long as you don't attempt to Destroy anything, or add another $$anonymous$$onoBehaviour in the constructor. For custom classes and primitive data, a Constructor will have zero issues from a $$anonymous$$onoBehaviour.

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