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Unity ai with scriptable objects
Unity ai with scriptable objects







unity ai with scriptable objects
  1. #UNITY AI WITH SCRIPTABLE OBJECTS HOW TO#
  2. #UNITY AI WITH SCRIPTABLE OBJECTS UPDATE#
  3. #UNITY AI WITH SCRIPTABLE OBJECTS CODE#

The other, slightly more involved, solution that I can think of is to create a method in your LevelData class (that you could call with a button or something like that) which creates the SuperNeemData instance in your project and adds it to the List. Whether this works well for your project or not, I don't know. This has some important downsides (there is no way to save instances as assets to share them between scenes, for example), buuut it makes it so that you can create new instances directly in the inspector of your LevelData class. Now, a potentially really easy option is to make SuperNeemData not be a scriptable object at all, just a plain old C# class. That's why we have this whole drag-the-object-into-a-box business, that is how you handle the references. That is, the information that gets serialized is a reference to the SO, rather than the SO itself, and thus the SO needs to already exist somewhere else. The thing is that Scriptable Objects, like other UnityEngine.Object, are serialized as references. Hmmm, I'm not sure getting the exact behaviour you want is possible.

#UNITY AI WITH SCRIPTABLE OBJECTS HOW TO#

a much easier workflow.Īny advice on how to structure a Scriptable Object so that it has a List of an Array of 2 other Scriptable Objects? Thank you! Then if I am understanding things correctly, I could drag a FeemData So and a NeemData SO directly into the LevelData SO. In short (I think), I would like the LevelData Scriptable Object to have a List of an Array (with two items: first one is a FeemData and second one is a NeemData). I'm hoping to change things so that I can drag FeemData and NeemData Scriptable Objects directly into the LevelData Scriptable Object. The whole process takes a lot of extra time and clicks. and then go back to LevelData and drag the SuperNeemData Scriptable Object into there. In order to create a SuperNeemData, first I have to go into a separate folder and generate a SuperNeemData Scriptable Object and then drag the FeemData into there. This works OK, but it's not the best workflow. When I go to the Inspector allows me to view and change the SuperNeemDatas in there, like this: Public class LevelData : ScriptableObject But then I created a LevelData, which is meant to hold an arbitrary number of SuperNeemDatas: using System.Collections Public class SuperNeemData : ScriptableObject

#UNITY AI WITH SCRIPTABLE OBJECTS CODE#

Here's the C# code for the SuperNeemData SO: using System.Collections SuperNeemData - This is to hold #1 and #2 together in a single Scriptable Object.NeemData - This is to hold information on pronunciation.FeemData - This is to hold information on letters.I created three Scriptable Objects for my Unity word game: This negative buff will increase damage taken proportional to weaknessAmount. The second buff we will create is Weakness. If (damage 0) damage = -damage // make damage negative so that it will heal Deal damage, damage will be reduced by armour

unity ai with scriptable objects

public event Action onPlayerDamaged // event to notify damage

#UNITY AI WITH SCRIPTABLE OBJECTS UPDATE#

Doing this will eliminate the need to continuously update text in Update call.

unity ai with scriptable objects unity ai with scriptable objects

CharacterUI will listen to this event so that it can change the UI when the player takes damage. Let's add an onplayerDamaged event in CharacterStats so that the player can get notified when their character takes damage. These events can be used to detect when the state of the game is changed. Public class CharacterStats: ScriptableObject Multiple Classes Referencing the Same Asset Game EventsĮvents can be invoked from scriptable assets and listened to by other classes that reference them. We will be able to create this object from there creating asset menu shows scriptable object in editor menu. Incoming damage will be decreased by armor amount before decreasing health. Also, we will be adding a Damage method so that health can be decreased. It consists of the health, name and armor attributes. It will be used to store the status of a character. In this example, we will create a CharacterStats class to demonstrate the creation and use of a scriptable object. It is also helpful to create a CreateAssetMenu header from the editor menu. To make a scriptable object, we must create a class that inherits from the ScriptableObject class. Scriptable object assets can be created and stored like other assets such as images, materials, etc. Values are retained between edit and play mode. They are used as a container to store values.Ī scriptable object exists even when the game is stopped and persists between play modes. In Unity, while MonoBehaviour objects are stored in memory and exist only while playing the game Scriptable Objects exist in the project itself and are stored in serialised form.









Unity ai with scriptable objects