jumpstate | Jumpstate is a simple and powerful state management utility | State Container library
kandi X-RAY | jumpstate Summary
kandi X-RAY | jumpstate Summary
Jumpstate is a simple and powerful state management utility for Redux.
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QUESTION
I finished watching a couple tutorials on state machines in unity and I'm now trying to figure out how I can actually use one with my player movement code, but I'm a bit stuck. The tutorial I followed had shown to do a StateManager script like this
...ANSWER
Answered 2022-Apr-08 at 06:23In TestMovement
, do you have a Start
or Awake
method which assigns something to the playerState
field? If not, that field is never assigned and is therefore always null.
Another thing you could do is make it public PlayerStateManager playerState;
and assign something to it in the editor.
QUESTION
I'm building some classes within unity to define the mechanics individually, and transition between each for easier and cleaner code.
What I wanna know, is when should I be using a constructor to pass variables around, and when to use protected variables. What are the pros and cons of each, and what should I know about them? Also what should I lean towards, like what's practical?
Previously I'd pass these variables into the PlayerState constructor, then in my classes that extend from my PlayerState would follow suit. But if they're protected variables I don't need to pass them into the constructor to access them, and I was wondering what should I do? using UnityEngine;
The new way I'm doing it:
...ANSWER
Answered 2021-Jun-12 at 04:32This is just a question related to OOP. Unity is not needed to be considered.
A constructor let you create an object instance and initialize the members of the object at the same time. If there are some immutable members (i.e. they will never be changed after construction), you may need to initialize them in constructors, and you may add the keyword readonly
to the members. If you don't need to initialize any member with passing parameter(s) when the instance is created, there is no need to have a custom constructor (unless you want to hide the default constructor).
The access modifier protected
makes the member accessible only in code in the same class, or in a class that is derived from that class. If you need to access the member in other places, you still need do it via public/internal methods such as setters and getters, or make it public
/internal
.
In your case, I think a constructor is needed to initialize the members such as player
when a PlayerState
instance is created.
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