Here's a weird trick I used for adding behaviour akin to C++'s friend
keyword. This only works for nested classes AFAIK.
- Create a nested
protected
or private
interface with the variables you'd like to give access to via properties.
- Let the nested class inherit this interface and implement it explicitly.
- Whenever using an object of this nested class, cast it to the interface and call the respective properties.
Here's an example from Unity.
using System;
using UnityEngine;
using UnityEngine.Assertions;
namespace TL7.Stats
{
[CreateAssetMenu(fileName = "Progression", menuName = "TL7/Stats/New Progression", order = 0)]
public class Progression : ScriptableObject
{
// Provides access to private members only to outer class Progression
protected interface IProgressionClassAccess
{
CharacterClass CharacterClass { get; set; }
}
[System.Serializable]
public struct ProgressionClass : IProgressionClassAccess
{
[Header("DO NOT EDIT THIS VALUE.")]
[SerializeField] private CharacterClass characterClass;
[Tooltip("Levels are 0 indexed.")]
[SerializeField] float[] healthOverLevels;
public float[] HealthOverLevels => healthOverLevels;
CharacterClass IProgressionClassAccess.CharacterClass
{
get => characterClass;
set => characterClass = value;
}
}
static readonly Array characterClasses = Enum.GetValues(typeof(CharacterClass));
[SerializeField] ProgressionClass[] classes = new ProgressionClass[characterClasses.Length];
public ProgressionClass this[in CharacterClass index] => classes[(int)index];
void Awake()
{
for (int i = 0; i < classes.Length; ++i)
{
// Needs to be cast to obtain access
(classes[i] as IProgressionClassAccess).CharacterClass = (CharacterClass)characterClasses.GetValue(i);
}
}
#if UNITY_EDITOR
public void AssertCorrectSetup()
{
for (int i = 0; i < characterClasses.Length; ++i)
{
CharacterClass characterClass = (CharacterClass)characterClasses.GetValue(i);
Assert.IsTrue(
(this[characterClass] as IProgressionClassAccess).CharacterClass == characterClass,
$"You messed with the class values in {GetType()} '{name}'. This won't do."
);
}
}
#endif
}
}
I think this only works for nested classes. In case you want to do this with regular classes, you'd need to nest them inside a partial outer class, which should work in theory, and use a protected
or private
nested interface (or two, if you're inclined) for providing them access to each other's privates... that came out wrong.