Timeline for How to modularly call a script based on parameters within the script?
Current License: CC BY-SA 4.0
8 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Jun 8, 2019 at 19:35 | history | edited | Visulth | CC BY-SA 4.0 | Expanding on the answer |
| Jun 8, 2019 at 19:35 | vote | accept | Visulth | ||
| Jun 8, 2019 at 0:39 | answer | added | DMGregory♦ | timeline score: 3 | |
| Jun 8, 2019 at 0:16 | answer | added | Alex F | timeline score: 3 | |
| Jun 8, 2019 at 0:04 | comment | added | DMGregory♦ | @AlexF I wouldn't sell yourself short there. That's basically what I was thinking of posting as an answer when I get home. ;) Post your own answer and beat me to it! | |
| Jun 7, 2019 at 23:54 | comment | added | Alex F | I'm not super great with interfaces, but can you have Lift implement IInteraction, and then have public IInteraction tapInteraction; and public IInteraction holdInteraction;. Then you can (maybe, again, not great with interfaces) set these in the editor for the main interactable_object script, without assigning these scripts to the object itself. (No idea if this would actually work, which is why it's not an answer - just a thought.) | |
| Jun 7, 2019 at 22:27 | history | edited | Visulth | CC BY-SA 4.0 | deleted 6 characters in body |
| Jun 7, 2019 at 22:20 | history | asked | Visulth | CC BY-SA 4.0 |