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[Serializable]
public class IMonster {
public virtual void startAction () {}
}
StraightMonsterBehavior.cs
[Serializable]
public class StraightMonsterBehavior : IMonster {
public string crashEffectName;
[Show]
public override void startAction() {
Debug.Log ("here " + this.crashEffectName);
}
public IEnumerator updateAction() {
yield return new WaitForSeconds(1);
Debug.Log("do nothign");
}
public void endAction() {
}
}
MonsterController.cs
public class MonsterController : BaseBehaviour {
public IMonster monsterBehavior;
void Start() {
this.monsterBehavior.startAction();
}
}
In the inspector, I selected StraightMonsterBehavior as the value of monsterBehavior
then settled crashEffectName. it works well till here.
But when I played, the value became Monster
I would like to know What mistakes I did? or I missunderstood on how to use your plugins?
Thank you
The text was updated successfully, but these errors were encountered:
to manage my SKILL objects,
which contain a lot of actions(abstractions)
such as: "Move Toward Enemy" or "Spawn Attack Effect(Kamehameha :D )".
your helpers are surely handy for that.
By made use of ScriptableObject.
I can also drag my custom SKILL objects into the scene for easier to debug.
But seem like it is slow as u mentioned, during editing.
Hi Vexe
I have the code looks like this
IMonster.cs
StraightMonsterBehavior.cs
MonsterController.cs
In the inspector, I selected StraightMonsterBehavior as the value of monsterBehavior
then settled crashEffectName. it works well till here.
But when I played, the value became Monster
I would like to know What mistakes I did? or I missunderstood on how to use your plugins?
Thank you
The text was updated successfully, but these errors were encountered: