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Question by viktorgullmark · Feb 13, 2017 at 08:11 AM · scripting problemgameobjectbehaviourstructure

Assign spells/abilities dynamically to a GameObject?

Hello,

I'm creating a game where the player should be able to pick a few skills from an array of skills, to be assigned to that player.

I'm considering what the best approach to achieve this is.

I have a skill-script that looks like this:

 public class Skill : MonoBehaviour {
 
     public Texture2D picture;
     public KeyCode key;
     public int cooldown;
 
     private float timeStamp;
 
     void Start () {
     }
 
     void Update () {
         if (Input.GetKeyDown(key))
         {
             // Update timestamp with cooldown
             timeStamp = Time.time + cooldown;
         }
     }
 
     public bool OnCooldown()
     {
         return timeStamp > Time.time;
     }
 }

In turn, I have 4 instances of this script assigned to my player GameObject, which means the player has 4 skills for which I can control the properties for (cooldown etc).

My question is, how can I make this behaviour more "dynamic"? As you can see I only have a generic Skill-script at the moment, but will create a few more specific abilities, with their own script. The problm now is that I've assigned a certain set of scripts to my GameObject, but I want to be able to control what abilities that player should have on runtime.

I'm considering to send some variable down to the Skill-script that defines what type of ability it is, and then search in a list of objects for this ability and assign it's properties/functions to the generic "Skill".

If you have any ideas on how to best achieve this I would be really grateful!

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avatar image viktorgullmark · Feb 12, 2017 at 11:35 AM 0
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I figured it out myself!

What I did was I just had my spells inherit from "Skill" and then added a skill-array for my player-object, where I used AddComponent() to dynamically add scripts of type Skill.

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