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Question by juniperspark · Apr 14, 2019 at 11:20 AM · scriptableobject

Scriptable Objects for Status Conditions?

I am trying to make status conditions like poison, burn, slow etc.

I’m just trying to identify what logic is ok to use in scriptable obj vs monobehaviour.

Would it be good practice to have a scriptable object for burn extending from scriptable object StatusConditions. Inside it has IEnumerator function for damage over time.

I can assign that Scriptable Obj to my ability that casts it and then if hit an enemy assign the scriptable obj to the enemy. Then just do scriptableobj.Apply(); and the enumerator will damage the enemy it’s attached to.

I am not sure if that sort of logic is good practice to put in a scriptable object instead of a monobehaviour?

Alternatively I could tell my SO to attach a Burn monobehaviour to the enemy, which does the DOT.

Alternatively I could attach the Burn monobehaviour to an empty Go and add it to the Burn prefab that can be instantiated in the Scene and anything that hits it gets the DOT from the mono attached to Burn prefab. Prefab is destroyed once timer completes.

Which would be a better method?

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