Timeline for How to implement a component-based model for menus in Unity?
Current License: CC BY-SA 4.0
6 events
| when toggle format | what | by | license | comment | |
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| Jun 21, 2019 at 14:28 | vote | accept | Jeff | ||
| Jun 19, 2019 at 13:12 | comment | added | Philipp | @Jeff That's one option. Just try to not create different classes which have the exact same logic but just differ by their values. For example, if you have "Small Health Potion", "Medium Health Potion" and "Large Health Potion", those should all have the component "HealthRestoreConsumable" with different HP values. | |
| Jun 19, 2019 at 13:03 | comment | added | Jeff | Okay, this makes some sense to me. And with this, I could make Potion another interface and have "HealthPotion" and "ManaPotion" with specific implementations of Drink, Sniff, etc. | |
| Jun 18, 2019 at 18:07 | history | edited | Philipp | CC BY-SA 4.0 |
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| Jun 18, 2019 at 18:02 | history | edited | Philipp | CC BY-SA 4.0 |
added 524 characters in body
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| Jun 18, 2019 at 17:52 | history | answered | Philipp | CC BY-SA 4.0 |