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Question by kelloffsean · Mar 18 at 03:30 AM · prefabprefabsclassesprefab-instance

Using Prefab Information in a Class?

So I've been trying to take my prefabs and create a Class where I can Instantiate them in a way. I'm having trouble wrapping my head around Classes even though I've been looking at it constantly. I grabbed this bare bones script from another person but I can't seem to mold it to my uses so I've hit my wall.

 public class Card
     {
         
         private CardType _type;
         private GameObject _card;
         public string assetName;
         public int[] cardCost;
 
        // public CardType Type { get { return _type; } }
         
 
         public Card(CardType type, string name, Vector3 position, Quaternion rotation)
         {
            // cardCost = new int[x, y, z];
 
             assetName = string.Format("Card_{1}_{0}", type, name); //Card_{1}_{0} would be the first card in type Spirit
             GameObject asset = GameObject.Find(assetName);
             if (asset == null)
             {
                 Debug.Log("Asset '" + assetName + "' could not be found.");
             }
             else
             {
                 _card = Instantiate(asset, position, rotation);               
                 _type = type;
             }
 
         }


My prefabs look like this:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 
 [CreateAssetMenu(fileName = "New Card", menuName = "Card")]
 
 public class CardScriptable : ScriptableObject
 {
     public string cardName;
     public string description;
     public string type;
 
     public Material cardMat;
 
     public int mechCost;
     public int natureCost;
     public int spiritCost;
     public int genericCost;
 
     public int attack;
     public int health;
 }
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