C# APIs are chock-full of generics. Generic types, generic method parameters, generic return types, generic fields, generic properties, deriving from generic types, and generic constructors. We can find all of these in the Unity and .NET APIs. Some are more frequent than others, but we’re going to need support for all of them to make C++ scripting a viable alternative to C#. Today’s article continues the series by adding just that: support for all of these kinds of generics. Let’s dive into how to use them as well as some bonus items added to the project this week.
Posts Tagged generic
The series continues this week by addressing a pretty important issue. Previously, we were limited to doing all our work in just two C++ functions:
PluginUpdate. This isn’t at all the normal way to work in Unity. It’d be a lot more natural to write our code in
MonoBehaviour classes. So today we’ll come up with some tricks to allow us to write our
MonoBehaviour code in C++ so we are truly scripting in C++.
Continuing once again, today we cover an exciting new topic: generics! Have you ever wished your classes could be parameterized with a type like
Vector.<Type> is? With C# generics, you can! Even better, you can parameterize your interfaces, methods, and delegates too. Read on to learn how.