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This question was closed May 07, 2018 at 04:46 AM by Jon_Brant for the following reason:

I figured it out I think

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Question by Jon_Brant · May 07, 2018 at 04:31 AM · scriptableobject

Self contained function override in scriptable object?

So I'm working on a quest system and have made "Quest" scriptable objects that I can create and edit via the create asset menu. Currently I only have quests for collecting items. The object just holds a public class Item, and an amount.

The quest class has a generic "OnQuestComplete()" that I'd like to be able to override, but I'd like to do it in a way that is contained in the Quest asset I created. Basicaly it looks like I have 2 options, create a separate script file for each Quest asset and pair it up. This seems like a pain. Or I could attach the same large script to each Quest asset and maybe use another variable to choose which function in a loooong list of "OnComplete" functions. This seems pretty bad too.

What I'd really like to be able to do is have a text box in the inspector for my Quest asset, where I can specify the code for "OnQuestComplete()" and override it from there. Or

This probably would have issues in itself, but does anyone have a better solution? Or know how to do it the way I described?

Edit: I just found that I can probably use a dictionary with functions as the value. I think that should work just fine.

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