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Question by ryanmts · Oct 12, 2016 at 05:17 PM · serializationscriptableobject

How to write a Story Event System with ScriptableObjects?

I'm trying to write an "event system tool" for my game where I can just have a list of "commands", like "Show message box with some message" or "Wait for 0.3 seconds before the next command".

My initial idea is to have a ScriptableObject that holds a list of these commands, so I can just go through it and execute the commands during gameplay somewhere.

So I have something like this:

 [CreateAssetMenu(menuName="Narrative/FantasyEvent")]
 public class FantasyEvent : ScriptableObject {
 
      public List<NarrativeCommand> commands;
 }

And my commands all derive from the abstract class "NarrativeCommand", like this:

 [System.Serializable]
     public abstract class NarrativeCommand{
     
         public abstract void execute();
         public abstract string GetCommandName();
     }

 [System.Serializable]
 public class NarrativeDebugLogCommand : NarrativeCommand{
 
     public string message;
 
     public override void execute (){        
         Debug.log(message);
     }
 
     public override string GetCommandName (){
         return "DebugLog Command";
     }
 }

The problem is that I can't have a polymorphic List in Unity to hold many different events derived from the NarrativeCommand base class.

I tried ReorderableLists, but I'm not sure how it could work with a polymorphic list like mine. Also, maybe my approach to this is completely wrong, as well. Could it be that building a custom inspector solve this problem and, if so, where should I start?

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