• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by JasonB · Aug 24, 2014 at 05:24 AM · c#parentchildinheritance

How can I listen for a function being called from a parent class?

Just for simplicity of getting my question across, let's say I have this:

  public class Humanoid : MonoBehavior
  {
      void Die()
      {
      //Do stuff
      }
  }

If I have a child class, how can I accomplish a "listen" for the Die() function, like if I want something specific to happen to the child on Die() that does not happen to the parent, like this:

  public class Orc : Humanoid
  {
      void OnDie()
      {
      //Do stuff unique to orcs whenever the parent class calls its Die() function
      }
  }

How can I accomplish this? Thanks.

Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image iwaldrop · Aug 27, 2014 at 07:09 PM 0
Share

If my answer works for your use case, please accept it as the correct answer, otherwise please add more information. Others can learn from your question at any point in the future, and it's most helpful when there is an accepted answer. Thanks.

1 Reply

· Add your reply
  • Sort: 
avatar image
1

Answer by iwaldrop · Aug 24, 2014 at 06:59 AM

It's quite simple, actually. Use the virtual keyword on the base class, and the override keyword on the derived class.

 public class Humanoid : MonoBehavior
 {
     protected virtual void Die()
     {
     //Do stuff
     }
 }

 public class Orc : Humanoid
 {
     protected override void Die()
     {
     // do stuff here if you want it done before the stuff in the base class
     base.Die();
     // do stuff here if you want it done after the stuff in the base class
     }
 }
Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

23 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Make a simple tree 1 Answer

C# Inheritance Problems 1 Answer

"Center On Children" programmatically 1 Answer

[C#] Calling a method of a child class on a parent object 1 Answer

An OS design issue: File types associated with their appropriate programs 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges