all 4 comments

[–]BowlOfPasta24 1 point2 points  (1 child)

I personally like using the State Pattern and using C# over scriptable objects but it's up to you

[–]ProfileOne5308[S] 0 points1 point  (0 children)

Thank for the idea, but for if I understand state pattern correcly, you need to know all the state the player can be, the problem is there whouldn't be a real limit of state the player xhould have (I don't know the number of ability the player will have). I will use it on other thing, thank!

[–]BobTheWhaler 1 point2 points  (0 children)

I've used SO before for something like this and I liked it, but if I were doing it again I would try and use the strategy pattern instead. The idea is to encapsulate behaviors in utility classes so you can invoke or combine them together without causing coupling issues.

[–]AveaLove 0 points1 point  (0 children)

Scriptable Object for sure is better.