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Archer game
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Using OOP in unity feels like bending backwards. In order to make a usual example Enemy - Certain Enemy inheritance, i had to create a god class Enemy (with all that enemy can do in one class) cuz only that way it would make sence, so i can reuse it in children. But God class is bad, component design is good. Then why i needed OOP in unity then? So, a topic that must be researched further
Also base.Update() or Awake() calls from children just feel wrong. Mentally for me it is equivalent of saying "random bullshit go", and you have dance around if parents use unity cycle calls.
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