89 lines
2.7 KiB
Markdown
89 lines
2.7 KiB
Markdown
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#Refactoring the script
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| **Note** |
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| :----------------------------------------------------------- |
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| For versions 2019/2020 LTS, download the visual scripting solution from the [Unity Asset Store](https://assetstore.unity.com/packages/tools/visual-bolt-163802). |
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Visual scripting automatically calls methods, fields and properties from any custom script in the project. For example, you can create a unit from a custom Player class with a TakeDamage method.
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```
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using UnityEngine;
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public class Player : MonoBehaviour
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{
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public void TakeDamage(int damage)
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{
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// ...
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}
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}
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```
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In the script graph, if you change your script and rename or remove the TakeDamage method or the Player class, it would appear as:
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![](images/bolt-refactoring1.png)
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The associated script would appear as:
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```
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using UnityEngine;
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public class Player : MonoBehaviour
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{
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public void InflictDamage(int damage)
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{
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// ...
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}
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}
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```
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Finally, the unit turns red in the graph window and visual scripting logs a warning to the console.
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![](images/bolt-refactoring2.png)
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```
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Failed to define Bolt.InvokeMember:
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System.MissingMemberException: No matching member found: 'Player.TakeDamage'
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```
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###Renaming Members
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To continue the previous example, to fix the failure, reopen the script file and map the new name to the previous name with the `[RenamedFrom]` attribute. It takes a single string parameter,... that is the previous name of the member.
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```
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using UnityEngine;
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using Ludiq;
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public class Player : MonoBehaviour
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{
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[RenamedFrom("TakeDamage")]
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public void InflictDamage(int damage)
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{
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// ...
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}
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}
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```
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It is recommended to leave the attribute in your source even after a successful recompile. Visual scripting cannot guarantee Unity reserializes all the graphs with the corrected name. Visual scripting's `[RenamedFrom]` attribute works much like Unity's own [`[FormerlySerializedAs]`](https://docs.unity3d.com/ScriptReference/Serialization.FormerlySerializedAsAttribute.html) attribute in that regard.
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###Renaming Types
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You can rename types (including classes, structs and enums) using the `[RenamedFrom]` attribute.
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For example, `Player` class is renamed to `Character`:
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```
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using UnityEngine;
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using Ludiq;
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[RenamedFrom("Player")]
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public class Character : MonoBehaviour
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{
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[RenamedFrom("TakeDamage")]
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public void InflictDamage(int damage)
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{
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// ...
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}
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}
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```
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Note: The old name must include the namespace. In the previous example, this wasn't required as the name was in the global namespace.
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