Lets say that i have a "Timer" class with a method that every 1 second is called, and it calls another method in the class "Gear":
public class Timer
{
public void OnTick()
{
Gear.Update();
}
}
public class Gear
{
public static void Update() { }
}
This kinda works, but it's only called on the base class. The method "Update" should be called in all the childrens of "Gear": e.g:
public class AnotherClass : Gear
{
public override void Update() { // do stuff }
}
public class YetAnotherClass : Gear
{
public override void Update() { // do stuff }
}
public class AndAnotherClass : Gear
{
public override void Update() { // do stuff }
}
How can i do this?
In order for the code to work the way you want, you'd need to do something like this (I would worry about a memory leak):
public abstract class Gear
{
readonly static List<Gear> gears = new List<Gear>();
public Gear()
{
gears.Add(this);
}
public static void Update()
{
foreach (var gear in gears)
gear._Update();
}
protected abstract void _Update();
}
public sealed class Gear1 : Gear
{
protected override void _Update()
{
//do stuff
}
}
public sealed class Gear2 : Gear
{
protected override void _Update()
{
//do stuff
}
}
public sealed class Gear3 : Gear
{
protected override void _Update()
{
//do stuff
}
}
public static void Main(string[] args)
{
var timer =
new Timer(o => Gear.Update(), null, 0, SOME_INTERVAL);
}
However, you might be better off by defining the base case thusly:
public abstract class Gear
{
public abstract void Update();
}
And then define a collection class:
public sealed class GearCollection : List<Gear>
{
public void Update()
{
foreach (var gear in this)
gear.Update();
}
}
And then
public static void Main(string[] args)
{
var gears = new GearCollection();
//add gear instancs to gears
var timer = new Timer(o => gears.Update(), null, 0, SOME_INTERVAL);
}