Jesse Freeman teaches you how to build an actor class which can be used to store data for the player and monsters in RPG games. The actor leverages a special class type in Unity called a ScriptableObject. ScriptableObject’s act like prefabs but are serialized instances of classes you can save into the asset folder of Unity projects.
- [Voiceover] Now we're ready to start building out…the data models for our player…and our monster when they enter combat.…In order to do this, we're gonna create a new actor class…inside of our battle system scripts folder.…Be sure to name this C# script actor.…And let's open it up in MonoDevelop.…We're gonna use something called a scriptable object.…The best way to think of scriptable objects…is like prefabs except they don't have any visual elements.…So where normally you would drag a game object…from the hierarchy into the project folder…and still be able to edit it, a scriptable object…allows us to serialize a class, store it inside…of our project folder and then reuse it…in several different places in our code.…
Because this will be a scriptable object,…we're gonna remove monobehavior and instead…replace it with scriptableobject.…We can also remove the start and update methods as well.…We're gonna create a generic actor…that will be able to represent the values…that our player and our monsters will have in the game.…
- Preparing the user interface
- Creating game and message windows
- Building a battle window
- Adding a monster and action buttons
- Creating an actor class
- Adding player and monster attack actions
- Triggering battles from the map
- Ending a battle
- Cleaning up the battle and attack systems
- Rewarding the player
Skill Level Intermediate
1. Preparing the UI
2. Message Window
3. The Battle Window
4. Actor Classes
5. Battle Actions
6. Cleaning Up Combat
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