![]() I honestly am still trying to understand the concept of a ScriptableObject, so I'm not sure if I'm creating some type of paradox asking this question, but any help is very much appreciated. like attaching a MonoBehaviour ability method script to the ScriptableObject & toggle when ready.) I'm just curious if there is a way that I can grant a ScriptableObject a unique method for each one, which could just be toggled on or off from an AbilityManager (Ex. Now I figure the normal way around this is that what ever the trigger is I decide on that switches the ability on or off would check the ScriptableObject code for an enum or boolean value to determine the specific ability, yet wouldn't that mean I would have to hard code every ability/spell? I'm not sure exactly. They're all different in a drastic way, from something like health boost to freezing time to a speed dash. Yet I can't work my way around a big problem, each ability is unique. ![]() So I figured using ScriptableObjects could be a neat way of creating a flexible system. ![]() Most of my abilities share the same variables in common: Create the database (here DBExample) that will become another ScriptableObject. Scripting API UnityEngine UnityEngine.Accessibility UnityEngine.AI UnityEngine.Analytics UnityEngine.Android UnityEngine.Animations UnityEngine.Apple UnityEngine. If needed override CheckIntegrity () to make sure the data is setup correctly. In this article, we will discuss how to find all Scriptable Objects of a specific type in Unity with code examples. Create the Row that will receive the data (here RowDBExample) using the Enum. I'm just testing around with a type of ability/spell system & have noticed that using scriptable objects seem like a fantastic way to get started. To create a new database we must: First create the Enum that will list our data.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |