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Question by
defaultalias · Jan 05, 2018 at 02:12 AM ·
texturescriptableobjectmonobehaviourbestpractices
Best practice for many similar scripts in a game?
In a scenario like a TCG, where you have many different cards with individual effects, what is the recommended way to structure this so that the project doesn't explode into hundreds of classes? To be clear, each card/unit has unique logic handling its interactions, so a single class wouldn't be sufficient.
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