I'm trying to extend a base class on my player object.
player has damage script that looks like this
using UnityEngine;
using System.Collections;
public class Damage : MonoBehaviour
{
public int health = 100;
public virtual void ReceiveDamage(int damageAmount)
{
Debug.Log ("Original");
}
}
And then the same player has another script like this :
using UnityEngine;
using System.Collections;
public class playerDamage : Damage
{
public override void ReceiveDamage(int damageAmount)
{
Debug.Log ("Extended");
}
}
But when I call the script from a 3rd scrip on another object like this:
var damageScript = collision.gameObject.GetComponent<Damage>();
if( damageScript)
{
damageScript.ReceiveDamage(damageAmount);
}
the only response to the log is "Original" Shouldn't the child be called and "Extended" written to the log?
playerDamage?Unitytag refers to the Unity application block not the Unity3D game engine.