I'm using Unity here. My question is, is it possible to change value on base class when the same field gets changed on it's derived class? and vice-versa
I will give an example to make it clear:
public class BaseClass : MonoBehaviour{
public int x;
}
public class DerivedClass : BaseClass{
//-------------
}
public class AnotherClass : MonoBehaviour{
GameObject player = Instantiate(playerModel) as GameObject; //Assume playerModel is refrenced or something
DerivedClass example = player.GetComponent<DerivedClass>();
example.x = 5;
}
In this case player.GetCompenent<DerivedClass >().x
will print 5, but player.GetCompenent<BaseClass >().x
will print 0.
Is there a way to have BaseClass X equal to 5?
Without directly setting it to 5