Jump to content
  • Advertisement
Sign in to follow this  

ScriptHandle addon doesn't check object type

Recommended Posts

Take the follwing example:

class Foo

class Bar : Foo
	void Test()
		print("Test was called");

void BugTest()
	ref@ x = Foo();
	Bar@ y = cast<Bar>(x);
	if (y is null)
		print("y is null, as expected");
		print("y is not null, calling Test() now:");

Here, the explicit cast to Bar should return null as expected, but it doesn't, because it only checks whether the types are derived from each other. Calling y.Test() can even cause a crash here.

If you explicitly cast the ref to Foo first before casting that to Bar, it will return null properly.

Edited by Miss

Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!