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Question by TheAMD · Dec 26, 2016 at 11:11 PM · c#unity5scriptable object

Scriptable Objects : Out of my depth, Can I take data from them and fill into another class?

Hi guys;

Making a rough Pokemon-esque, Monster Battler game to test myself on stuff I haven't done before. I was recommended to try Scriptables, so I have .

I have a 'monster' script, with all public variables in it, then a 'Dragon' script that inherits from it with [CreateAssetMenu(menuName = "AddNewDragonMonster")] in it. It overwrites the variables with 'Dragon' stats etc.

When back in the Inspector, I can create off of this. I have done one (lil Dragon) and I can fill it with details.

Now, my question;

What Id LIKE to do is have different families with different data leading to different monsters.

When I enter a battle, randomly choose one, and create it and put the details into the battle.

HOW would I actually go about doing this? Can I pull the data out somehow? Is it as simple as something like '

 Create new Monster;
 MonsterHP=Monster.Dragon.LilDragon.HP;

Or something like that?

Thanks for looking guys :)

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avatar image UnityCoach · Dec 27, 2016 at 12:58 PM 0
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Usually, you reference ScriptableObjects at runtime from a $$anonymous$$onoBehaviour.

You declare a variable of type of your scriptable object, then you assign it with a serialised script object that you load from Resources, AssetBundle or previously assigned to a field in a loaded scene.

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Answer by TheAMD · Dec 27, 2016 at 04:51 PM

Ahh. I'm afraid thats way above my knowledge!

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