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Question by NoUJoe · May 07, 2014 at 04:53 PM · c#overrideinherited-members

c# overriding an inherited field

So from what I've googled so far, my interpretation of the word "override" is not the same as is meant in c# but you'll see what I'm getting at. So I've set up three classes (scripts) like so:

 using UnityEngine;
 using System.Collections;
 
 public class Basy {
 
     public int test = 3;
 
     // Use this for initialization
     void Start () {
     
     }
     
     // Update is called once per frame
     void Update () {
     
     }
 }


 using UnityEngine;
 using System.Collections;
 
 public class Testy : Basy {
 
     float test = 2f;
 
     // Use this for initialization
     void Start () {
     
     }
     
     // Update is called once per frame
     public void Update () {
         Debug.Log ("test " + test);
 
     }
 }

 using UnityEngine;
 using System.Collections;
 
 public class Executey : MonoBehaviour {
 
     Testy test = new Testy ();
 
     void Awake ()
     {
 
     }
 
     // Use this for initialization
     void Start () {
 
     }
     
     // Update is called once per frame
     void Update () 
     {
         test.Update ();
     }
     
 
 
 }

Everything runs fine, and as I expected, "2" gets debugged. My question is, is there any possible way to access the "int test = 3" field from the testy class? I made this field an int purely for testing purposes. In a situation where they would both be floats, surely the field in the class "Testy" would be technically overriding the one in the "Basy" class?

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Answer by Landern · May 07, 2014 at 04:54 PM

Since it's from your base class:

 base.test;
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avatar image NoUJoe · May 07, 2014 at 04:56 PM 0
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wow... and there I was thinking "I bet theres a C# keyword like "this" that works in the opposite way... and there it is. haha thanks!!!

avatar image Landern · May 07, 2014 at 04:58 PM 0
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A small not, without deriving or inheriting from $$anonymous$$onoBehavior, $$anonymous$$ethods Start, Update, FixedUpdated, OnColl....etc will not be observed by the unity engine, meaning they will not be executing unless you derive from $$anonymous$$onoBehavior.

avatar image NoUJoe · May 07, 2014 at 05:13 PM 0
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Oh yeah I know that but I called Update () from the "executey" class so it would work in this siuation

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