Hello everybody,
I’m working with Unity for a couple of months and I am actually facing a “problem”. It’s more a question than a problem but I would like to know how works the management of data.
Here is my point with an example: I would like to create an instance of the class Cat.
Cat is a simple C# class with functions and attributes.
public class Cat : ISerializable{
private string name;
public string Name{
get{return name;}
set{name = value;}
}
private int age;
public int Age{
get{return age;}
set{age = value;}
}
...
public Cat(string name, int age){
this.name = name;
this.age = age;
}
...
}
I instantiate my new cat Billybob with a little editor by giving the name and the age of the newborn.
Until there, nothing is special. My question is : Am i allowed to get my Billybob information without putting the instance Billybob in a MonoBehaviour attached to a GameObject in my Scene?
Or am I forced to made my Cat class inherit from MonoBehaviour and to create a GameObject Billybob and do an AddComponent(“Cat”) stuff?
The simple question is : do I need GameObject to access data that i’ve created :)?
Thanks for any help.
Iwa
Thanks for your answer. I still wonder how do i get access to my information of Billybob if it is a static class? And what will my static class will look like?
– Iwapublic static class SomeClass { public static List<Cat> cats = new List<Cat>(); } Then to access it: SomeClass.cats.Add(new Cat("Billybob", 2));
– whydoidoitOkay thanks a lot for the explanation :)
– Iwa