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Question by Langyn · Feb 18 at 07:05 PM · scriptable objecthow tocard

How to script many similar entities that each have their own implementation of a given function

So here's the situation.
.

Say I need to make 300 cards. I can make a single prefab for the visuals, and a card data scriptable object for info such as name, description, etc. Easy enough.
.

Now. Say that I want to give the card object and IActivate interface has an Activate function, which will be unique in such a way that I cannot simply give the card data scriptable objects a list of effects to execute in sequence. How do I achieve this cleanly?
.

Would I make a prefab for every card, each with it's own unique script that has an activate implementation?
.

Or I could make an abstract effect class that inherits scriptable object, and each effect would be a unique SO (so 300 different kinds of SOs), which I will have each instantiate so that I can attach them to my card data SO. This is demonstrated in the example blow

 public abstract class EffectBase : ScriptableObject
 {
     public abstract void Activate();
 }
 
 // Each card will need a unique SO like this
 [CreateAssetMenu(fileName = "Effect", menuName = "Bario")]
 public class BarioEffect : EffectBase
 {
     public override void Activate()
     {
         throw new System.NotImplementedException();
     }
 }
 
 // Attach the unique effect SO's to their respective card data SO
 [CreateAssetMenu(fileName = "New Card", menuName = "Card")]
 public class CardData : ScriptableObject, IEffect
 {
     public string CardName;
    [SerializeReference] private EffectBase Effect;
 
     public void Activate()
     {
         Effect.Activate();
     }
 }




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