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Question by oakwood · May 12, 2018 at 02:20 AM · instantiateprefabinspectorruntimescriptable object

Adding behaviors to a game object at run time via scriptable object

I'm currently working on a turn-based strategy game (think Fire Emblem or Advance Wars). I have a Unit prefab that pulls its stats, sprite, etc from a scriptable object asset when it is instantiated.

Changing stats is easy, but I'm not sure how to go about giving different units unique behaviors. Say I want to design a unit that can build things. I can write a builder script, but how would I go about attaching that to the correct unit at runtime?

Is it possible for my scriptable object data holder to hold an array of scripts that get attached to the unit when it is instantiated? Is there a better way of going about this? Thanks.

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Answer by iJuan · May 12, 2018 at 02:26 AM

 List<MonoBehaviour> behaviours;
 GameObject unitPrefab;
 
 public void CreateUnit(int behaviour) {
     GameObject instance = Instantiate(unitPrefab);
     instance.AddComponent<behaviours[behaviour]>();
 }

Do you mean something like that?

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avatar image oakwood · May 12, 2018 at 03:47 AM 0
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Ah, a list of $$anonymous$$onoBehaviors. Seems obvious in hindsight. Thank you. :)

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