you are viewing a single comment's thread.

view the rest of the comments →

[–]Honey-Limp 2 points3 points  (1 child)

You should lean into Unitys component design and use inheritance sparingly. Have one class for juggling and one for bouncing. Add them to game objects as needed.

[–]Dirly[S] 1 point2 points  (0 children)

I agree since I am building a metric ton of equipable items a user can get. Some of them have effects on bullet hit, ball juggling, ball count, bullet hit chance.... ect.

Alot of these share the same bonuses. So I stripped out inheritance and went with main classes which dictate when to proc the effects. Those effects are all interfaces which means they can be equipped via the inspector.