Well, yes, you’re right. That was my own misconception.
I was trying to do the complex event system for my skills. The main concept was that I had an inteface called IAction and UActiveSkill implementing it. Action should have an FExecutionEvent delegate but intefaces cannot have variables so I tried to create IMultiEventContainer (with this GetEvents()). In theory I can store there (by overriding this in derived skills or actions) only one event but what if a skill contains more events? I wanted to store them all in this array and retrieve them using checkers but as you two said, there is no base class I can use.
After thinking about your comment, I’m going to delete IMultiEventContainer and I will:
- Make a IEventContainer< T > which will be storing a proper event (it will may be useful later) but only if you will be so kind to tell me how an interface can implement other interface or
- Just add GetEvent() to IAction
For additional events made in derived classes, I will simply make them in variables and execute them in server functions (simple is best…).
Great thanks for making me rethink what I have done.