Elgrino2244 wrote: The Scriptable object references will be held in the manager and accessed via manager.Statedata.property by states and motors This is backwards. In your first post you even correctly …
TooOld2rock-nRoll wrote: Well.... until recently, I never really committed to use ALL of C++. My uses for OO were very much like an orderly C, inheritance were used occasionally for …
I think my solution is to create 3 scriptable object types, one for each state. I will put all unchanging state specific data in these containers while the state scripts …
How do you think your Enemy scripts are going to evolve during development? Make those kinds of change easy and neat, at the expense of others. If states are going …
Well.... until recently, I never really committed to use ALL of C++. My uses for OO were very much like an orderly C, inheritance were used occasionally for things that …
In a monolithic system design, the single "thing" is responsible for everything. That may get tricky because with every step you have to consider how to keep everything in sync …
So I have an enemy with 3 states, a manager, and a couple motors. So far the manager only controls state changes and runs the state update() of whichever state …