Hello!
Here is my problem. I have an enemy which consists of:
AICombat - this is the main class that inherits from
```csharp
*public class AICombat : MonoBehaviour
{
[HideInInspector]
public NavMeshAgent agent;
[HideInInspector]
public Animator anim;
[HideInInspector]
public int dyingTypeRandom;
//[HideInInspector]
public bool isCombatMode, isIdleMode;
public int parentRoomId, id;
void Awake()
{
dyingTypeRandom = Random.Range(0, 3);
}
public void ActivateCombatMode()
{
isCombatMode = true;
}
public void DeactivateCombatMode()
{
isCombatMode = false;
}
public void ActivateIdleMode()
{
isIdleMode = true;
}
public void DeactivateIdleMode()
{
isIdleMode = false;
}
}*
```
2 classes are inherited: AICombatController && AIDamageController
This is how it looks in the editor:
As seen in the picture, the first class displays the correct id and the second does not.
I set the ID from the class that deals with spawn objects. It looks like this:
csharp* *enemy.AICombat.parentRoomId = roomId; enemy.AICombat.id = enemy.Id;* *
That is, in fact, I set the data only in AICombat. Why do the heirs get different data? More precisely, why the second heir can not get the data?