Lets suppose I have two types of units, minions and bosses, they each have an instance variable called health. If I wanted to lower their health when a proyectile impact it, I have to create 2 events, one for the minion family and one for the boss family. But If I could have inheritance, then I could create a unit family that have the health variable and make minion and bosses their child.
?What do you think about it?
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What you need already is implemented.
Just make 1 Family called Enemy. Give that Family health. All Enemies are part of the Enemy Familiy.
Then use 2 other Families called Bosses and Minions.
It will not really work, if only Bosses got the speed variable, then you cannot capture events of enemy health, you have to give boss a health variable and then capture the events on boss.health
Let me give it on pseudocode
enemy.health = 0 -> boss.speed=100
This will make all bosses speed to 100, not the one with health = 0
Yeah it'd be nice but Ashley already said this probably won't happen. In a case like this I'd put enemies & bosses in the same family and have a family variable to differentiate them.
<img src="smileys/smiley19.gif" border="0" align="middle" /> oh well, that solution of a family variable is my current method of work. Well thanks Mad for the input :)
You always can take the boss by its IID, instance variable, or health status, sorting and picking the higher health, or something else.
+Enemy.Health = 0
+Boss.UID = Enemy.UID
-> Boss.Speed = 100
Should work. Works for my game.
This will work for me, but I was wondering, maybe we need a family type condition like:
+family is "Boss"