Timeline for Ability system in Unity: Scriptable objects and collections of generic types
Current License: CC BY-SA 4.0
4 events
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| Dec 8, 2020 at 11:19 | comment | added | MrPlow |
The thing about the last example you posted is that it's fantastic when you call it like AddAbility<JumpAbility, JumpAbilitySettings>() but in my case the two generic parameters would be either replaced by an enum or by a special struct/class containing Type variables or something like that. Basically a simple identifier which can be set via editor and used in code like AbilityIdentifier.JUMP. This function then becomes way more complicated as I can only invoke it via reflection and that brings a whole new set of issues
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| Dec 7, 2020 at 21:54 | history | edited | Kevin | CC BY-SA 4.0 |
added 63 characters in body
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| Dec 7, 2020 at 20:36 | history | edited | Kevin | CC BY-SA 4.0 |
added 837 characters in body
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| Dec 7, 2020 at 20:07 | history | answered | Kevin | CC BY-SA 4.0 |