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Question by NohanG · Aug 21, 2015 at 10:40 AM · inheritanceenumsubclass

How to make subclass variables appear in inspector with enum

I have a script called item that is a constructor and has an enum that allows you to choose the item type. I also have another script inheriting from Item called Weapon that has specific variables. Is there any way that I could make the variables for that class show up based on what you choose from the enum? Thank you beforehand for any help. Here are my scripts:

 using UnityEngine;
 using System.Collections;
 
 [System.Serializable]
 public class Item
 {
     public int itemID;
     public string itemName;
     public string itemDescription;
     public Sprite itemIcon;
     public ItemType itemType;
     public GameObject itemModel;
     public int itemValue;
     public int itemDurability;
     
     public enum ItemType
     {
         Weapon,
         Spell,
         Consumable,
         QuestItem,
         WeaponPart,
         Head,
         Torso,
         Hands,
         Legs,
         Feet,
         None
     }
 }
 


And then there is Weapon which inherits from Item:

 using UnityEngine;
 using System.Collections;
 
 public class Weapon : Item 
 {
     public int weaponDamage;
 }


It's very simple for testing purposes.

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avatar image fafase · Aug 21, 2015 at 10:43 AM 0
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You need an editor script. http://answers.unity3d.com/questions/192895/hideshow-properties-dynamically-in-inspector.html

There are few others on the topic.

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Answer by YoungDeveloper · Aug 21, 2015 at 10:48 AM

You wont be able to attach Weapon script to gameobject at all, as Weapon nor Item inherits from MonoBehaviour. Otherwise you have to write editor script. Here's and example i did and it works fine.

 [System.Serializable]
 public class Item{ 
     public int itemID;
     public string itemName;
     public string itemDescription;
     public Sprite itemIcon;
     public ItemType itemType;
     public GameObject itemModel;
     public int itemValue;
     public int itemDurability;
 
     public enum ItemType {
         Weapon,
         Spell,
         Consumable,
         QuestItem,
         WeaponPart,
         Head,
         Torso,
         Hands,
         Legs,
         Feet,
         None
     }
 
 }
 
 [System.Serializable]
 public class Weapon : Item {  
     public int weaponDamage;
 }
 
 
 public class Test : MonoBehaviour {
     public Weapon weapon;
 }

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