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Question by spartan12k · Aug 12, 2021 at 08:57 PM · scriptableobjectdatadialogueoperator

ScriptableObject Inheritance

My script, Communication, uses function UpdateDialogue with three ScriptableObject types.

ComplexDialogue inherits from AdvancedDialogue, and AdvancedDialogue inherits from BasicDialogue.

My monobehavior script:

 public void UpdateDialogue(ScriptableObject dialogue)
 {
 //Debug.Log("UpdateDialogue");
 currentString = 0;
 

 
 if (dialogue is ComplexDialogue)
 { 

 }
 else if (dialogue is AdvancedDialogue)
 { 

 }
 else if (dialogue is BasicDialogue)
 { 
 
 }


It works, but I feel like there's a smarter way to go about this?

Let me know if you need more info, thanks!!!!

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Answer by Namey5 · Aug 13, 2021 at 04:27 AM

This doesn't feel like a good use of OOP - instead it would make much more sense to keep all dialogue relative function within the dialogue classes themselves and override from the parent;

 public class BasicDialogue : ScriptableObject
 {
     // 'virtual' means that we can override the implementation in child classes
     public virtual void UpdateDialogue (Communication a_Communication)
     {
         // Your basic dialogue code goes in here
     }
 }
 
 public class AdvancedDialogue : BasicDialogue
 {
     // Now override the UpdateDialogue function to change what it does for AdvancedDialogue
     public override void UpdateDialogue (Communication a_Communication)
     {
         // Your advanced dialogue code goes here
     }
 }
 
 public class ComplexDialogue : AdvancedDialogue
 {
     public override void UpdateDialogue (Communication a_Communication)
     {
         // Your complex dialogue code goes here
     }
 }

Then, you can just pass in the dialogue as a BasicDialogue and call the UpdateDialogue() function and the runtime will choose the appropriate implementation based on the object type;

 public class Communication
 {
     public void UpdateDialogue (BasicDialogue a_Dialogue)
     {
         // a_Dialogue can be of any type that inherits from BasicDialogue
         a_Dialogue.UpdateDialogue (this);
     }
 }

Re-routing through the Communication class also seems unnecessary, but not knowing what you are using these systems for, I can't say.

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