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Question by AxonDk · May 11, 2020 at 08:19 AM · scriptableobjectinheritanceskills

Skill system

So the game I'm developing has skills.
All of them share some info: name, description, etc...
But each one of them resolves in a different way: deal damage based on a formula, heal, apply debuffs, spawn monsters, exit combat, etc...
.
After some research I've come with two implementations.
1. One scriptableobject for each skill which contains the skill data. The scriptableobject has a resolve method which uses a static resolver that works based on skill id.
2. One gameobject/prefab for each skill with a custom script for each skill that contains the resolve logic and a variable for the skill data (scriptableobject)
.
Which method is the best?
Is there a performance downside of having a prefrab+script+sciptableobject for each skill?
Should I consider any other method?
In case of using method 1, how do I handle the IDs? Right now I'm hardcoding them and feels bad a solution.
.
Any advice is welcome.
.
Here is the code for both methods:
Method 1: scriptableobject + resolver

 [CreateAssetMenu]
 public class Skill : ScriptableObject
 {
   public int id;
   public string name;
   public string description;
   ...
 
   public void resolve(Unit self, Unit target)
   {
     SkillResolver.resolve(this, self, target);
   }
 }
 
 public static class SkillResolver
 {
   public static void resolve(Skill skill, Unit self, Unit target)
   {
     switch (skill.id)
     {
       case 1:
         target.takeDamage(self.AttackPhysic);
         break;
     }
   }
 }

.
Method 2: gameobject/prefab + script + scriptableobject

 public abstract class Skill: MonoBehaviour
 {
   public SkillData skillData;
 
   public abstract void resolve(Unit self, Unit target);
 }
 
 public class BasicAttack : Skill
 {
   public override void resolve(Unit self, Unit target)
   {
     target.takeDamage(self.AttackPhysic);
   }
 }
 
 [CreateAssetMenu]
 public class SkillData : ScriptableObject
 {
   public string name;
   public string description;
   ...
 }
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