How to structure FTL-like events?
I'm currently working on an FTL-like map with randomly positioned events and each event has a title, description and multiple choices. Every choice must also have a different behavior/outcome (e.g giving items to the player, taking gold...). In FTL, it's something like this:
I'm just really confused about how to structure everything in Unity, though. I thought about using scriptable objects, but I can't have a custom unique behavior to every choice outcome with them. Do I create an "Event" class with a list of "Choice" objects? But how would I fetch those events on runtime and pick a random one to display to the player? How do I structure my prefabs/C# objects/Monobehavior scripts?
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