Timeline for How can I avoid tight script coupling in Unity?
Current License: CC BY-SA 3.0
12 events
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May 23, 2017 at 12:37 | history | edited | CommunityBot |
replaced http://stackoverflow.com/ with https://stackoverflow.com/
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Apr 11, 2016 at 15:17 | comment | added | starikcetin |
In Unity 5, you can use GetComponent<IMyInterface>() and GetComponents<IMyInterface>() directly, whch returns the component(s) that implements it.
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Feb 12, 2015 at 21:30 | comment | added | jhocking | edited to explain that too | |
Feb 12, 2015 at 21:27 | history | edited | jhocking | CC BY-SA 3.0 |
rearranged for better approach
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Feb 12, 2015 at 21:19 | history | edited | jhocking | CC BY-SA 3.0 |
added 316 characters in body
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Feb 12, 2015 at 21:05 | history | edited | jhocking | CC BY-SA 3.0 |
added 201 characters in body
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Feb 12, 2015 at 20:49 | comment | added | K.L. | as for the edit - once I have the list of scripts, how does my code know which script to cant to which interface? | |
Feb 12, 2015 at 20:00 | history | edited | jhocking | CC BY-SA 3.0 |
added 9 characters in body
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Feb 12, 2015 at 19:50 | history | edited | jhocking | CC BY-SA 3.0 |
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Feb 12, 2015 at 19:43 | history | edited | jhocking | CC BY-SA 3.0 |
added 214 characters in body
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Feb 12, 2015 at 19:02 | comment | added | K.L. | I cant inherit from multiple classes while I can implement multiple interfaces. This could be a problem, but I guess it's a lot better than nothing :) Thanks for your answer! | |
Feb 12, 2015 at 18:58 | history | answered | jhocking | CC BY-SA 3.0 |