using UnityEngine;
using System.Collections;
public class CrateController : MonoBehaviour {
public int breakStrength = 2;
public int plankLifetime = 3;
public Transform destructionLevel2;
}
using UnityEngine;
using System.Collections;
public class CrateController_DL2_Master : CrateController {
}
I’m building a destructible crate and I want to declare some parameters in the base class and pass them to its subclasses. How do I keep the variables from being exposed in the subclasses editor window?