thought i’d share this since i was referencing this thread while looking into a similar idea.
if you open the damage type parent class in visual studio it has this note:
/**
- A DamageType is intended to define and describe a particular form of damage and to provide an avenue
- for customizing responses to damage from various sources.
- For example, a game could make a DamageType_Fire set it up to ignite the damaged actor.
- DamageTypes are never instanced and should be treated as immutable data holders with static code
- functionality. They should never be stateful.
*/
therefore, i will create as many individual damage types as I need and use a Map variable in the function that processes that incoming damage.
maybe that helps