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Question by NohanG · Aug 26, 2015 at 08:25 PM · listtypeconstructorsubclass

How to make sub class be recognized as the same type as main class?

I don't even know if I'm wording that right or if this question belongs on unity answers ,but I'm at a wall. I have a constructor that has values for items and it is an Item. I want to be able to give it subclasses, for example Weapon, so each type of item can take individual values ,but I have to shove those items into a list that is of type Item and the list doesn't recognize the subclasses as so. I'll show you my constructor and an example of what I'm talking about

 using UnityEngine;
 using System.Collections;
 
 public class Item
 {
     //Variables that every item needs
     public int itemID;
     public string itemName;
     public string itemDescription;
     public Sprite itemIcon;
     public ItemType itemType;
     public GameObject itemModel;
     public int itemValue;
     public int itemDurability;
 
     //Variables for any item that is a weapon
     public int weaponDamage;
     public float weaponSpeed;
     public bool dualHanded;
     
     public enum ItemType
     {
         Weapon,
         Spell,
         Consumable,
         QuestItem,
         WeaponPart,
         Head,
         Torso,
         Hands,
         Legs,
         Feet,
         None
     }
 
     //These would be examples of subclasses
     //I will pass it only a few variables because it is an example
     //I need seperate classes to take away from having to put in null values for variables that aren't needed to describe that weapon
     public Item Weapon(int id, int weaponDam)
     {
         itemID = id;
         weaponDamage = weaponDam;
     }
 }
 
 

And I have an ItemDatabase script that just contains a list or type Item ,but it will not allow me to put Weapon() into the List. Thanks for any help and sorry if this doesn't belong.

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avatar image Scribe · Aug 26, 2015 at 08:47 PM 2
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Google inheritance, very quick example:

 public class GenericItem{
     public string name; //everything has a name!
     public int value; // everything has a value
 
 }
 
 public class GenericWeapon : GenericItem{
     public int damage; //only weapons have a damage!
 }
 
 public class Bow : GenericWeapon{
     public float range; //Bow's have a range
 
     //a variable of type Bow will now have access to name, value, damage and range
 }
 
 
 public class GenericBook : GenericItem{
     public int intellectGain; //only books give intellect :)
 
     //a variable of type GenericBook will have access to name, value and intellectGain
 }


Should have said, you can then keep all these in a List/Array of the Type GenericItem.

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