Good practices for storing readonly data
I'm making a visual novel and my game uses some custom classes that store important data.
Example:
public class Speech
{
public Sprite CharacterHead; // Holds a reference to a sprite which is the "head" of who's currently speaking
public LocalizedString SpeechOrigin; // Holds a reference to a localizedstring that is what that character is saying based on the language. (Uses Unity.Localization)
public string Name; // the name of the character that is speaking
}
This "Speech" class should never be changed during runtime and only needs to be read during dialogues.
My question is: what is a general good-practice way to store this type of data? I'm fairly new to unity and the only way i found to do this yet is through declaring a List on monobehaviour classes and editing them through the Inspector but this does not seems to be a effective way of handling this in a game that's going to have 1000+ different "Speech".
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