Inheritance question

Can I work inheritance on a script created, rather than a class, or do I need to convert it to a class first?

Scripts don’t have class headers, or constructors that I can see. So I am curious. At this point I only have one script that isn’t unique and portable which I want to sub off of.
However, it was just made by creating a script in the editor.

Thus it has no
Public Class Yada extends BlahBlah
{
Yada()
{

           }
}

I mean, it would only take 5 seconds to copy/paste the old routine and set the new function, but that seems pointless here.

UnityScript automatically creates the class construct around your script code. It automatically creates a class with the name of the script file and derive it from MonoBehaviour. If you want to inherit from a different base class you have to add the class construct to your script yourself. Keep in mind that your classname has to match the filename.

#pragma strict

public class Yada extends Blah
{
    function Start()
    {
        base.Start();
    }
    // ...
}

You shouldn’t care about the constructor since you can’t call it anyways and shouldn’t do anything in it since it’s called from Unity’s internal loading thread.

I don’t use UnityScript, but as far as i remember in US all methods are virtual by default. You also don’t need the override keyword. Just keep in mind when the base class has already implemented a method (Start, Update, …) and you want to extend it, to call the overridden method with base.MethodName();

A behavior script is a class. It has a constructor, too.
Like any class, if you don’t write a constructor, the default empty constructor is called behind the scenes.

So, quick answer: yes.