Code (csharp): static var RESET_TIME = 2.0; I am presently defining constants like this. They are in a script named Constant.js, and I call them from other scripts like this: Code (csharp): if (timer >= Constant.RESET_TIME) However I'm aware this isn't the most efficient way to do it. Is there any way of making proper constants in Javascript that can't be adjusted at runtime?
There's nothing wrong with what you're doing. In fact that's a proper and functional use of the static keyword.
Like Quietus said, computational wise there's nothing inefficient about what you're doing there. Though I would make the Constants class a singleton and make all of the "constant" variables into members of that singleton so that you can edit the values of them in the inspector. (Wish static variables were exposed in the inspector ) Code (csharp): var RESET_TIME:float = 2.0; var SOME_OTHER_CONSTANT:float = 5.0; private static var instance:Constants; function Awake() { // singleton logic if(instance) { Destroy(this); return; } instance = this; } Then you can access the constants by with Constants.instance.RESET_TIME
I am used to ActionScript, so maybe this doesn't apply to UnityScript, but is there a "const" keyword? In ActionScript, I would do it this way: Code (csharp): static const RESET_TIME:Number = 2.0 (Sorry if I've been useless or confusing in this discussion!)