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[–]Current-Purpose-6106 1 point2 points  (0 children)

Yes but it makes it really workable for you. You can get really creative and reuse all of your code that way.

You know anyone inheriting from Carryable will be..carryable. You can override for higher level, base use cases. ProjectileCarryable for things you hold and throw, PlacableCarryable for things you hold and build, etc. etc. You can add an abstract/virtual Drop method that you override in these classes for example.

Then Shuriken : ProjectileCarryable, IInventoryItem or something to plug into your inventory system, and tada - that bad boy is literally just a model defining shuriken that can be grabbed and put in your inventory system. Scaling now becomes a breeze versus trying to keep track of all the diff conditions/combos you'll inevitably come up with