GObj Player has *QM_BaseActor : MonoBehaviour * and QM_PlayerCharacter : QM_BaseActor
QM_BaseActor
protected float curEnergy;
public float pubCurEnergy { get { return curEnergy; } }
Awake() sets cur/maxEnergy to 10/50 and UI elements mirror those values.
Update() from Base_Actor Debug() shows cur/max values as expected
QM_PlayerCharacter
Update() from QM_PlayerCharacter, Debug() has
Debug.Log ("PlayerCharacter: pubCurEnergy " + pubCurEnergy + " curEnergy " + curEnergy);
displaying 0/0. Game status checks that have references to QM_PlayerCharacter all return 0 pubCurEnergy (i.e. spellCastingCheck).
QM_PlayerCharacter does not have any fields or properties (curEnergy, maxEnergy, etc) that override Base_Actor.
Derived has access to Base, so please help me understand why PC class returns 0/0 while Base returns correct values? I’m new to inheritance (and honestly starting to regret ever testing the waters…) so this might be something really basic that I’ve done wrong.