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Question by TBrayner · Nov 29, 2017 at 06:37 PM · scriptableobjectinheritanceinventory system

Items/Inventory system using Scriptable Objects and Composition instead Inheritance.

Hello! I'm trying to create an Item/Inventory System where I can use Scriptable objects to hold the Data and Monobehaviours to hold the Logic, but I'm also looking to avoid to use inheritance on the Logic side, to avoid to load a lot of useless functions on some specific items. Is there any common pattern to use composition instead of inheritance to some similar use?

ItemData

     Public Class ItemData: ScriptableObject
     {
     public string name;
     public string description;
     public GameObject prefab;
     }

CoinData

     Public Class CoinData:ItemData
     {
     public int value;
     }

Coin Monobehaviour

  Public Class Coin:Monobehaviour
         {
         public CoinData coinData;
         
         // How do I use Composition instead Inheritance to get the functions 
         //from another class?
         
         }

Item Logics

Now I want to know how can I use Composition, to use the functions of the following class, without becoming it in a static Class:

     Public Class ItemsLogics: Monobehaviour
     {
 
 // I want to "import"  functions from this class to composite all the other specific items on the game.
 
      public void AnyFunction()
     {
          \\anything
     }
     
     }

Should I use Interfaces to do that? I'm looking to avoid to inherit a lot of functions that I don't need to use.

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avatar image victorbisaev · Jan 31, 2018 at 07:52 PM 0
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$$anonymous$$aybe you could give an example of "a lot of useless functions on some specific items" so then it would be more obvious how to remove the excess?

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