Here is my general strategy to create a parent class that will be the fundamental setup for my interactable item system for my game:
Does this seem like a reasonable way to accomplish my goal of creating a system for items that will allow the player to perform various actions on an item depending on what exactly it is?
For instance, a door would have the available actions: activate, lock, unlock, destroy.
Whereas a computer terminal would have: activate, hack, and destroy.
This could be accomplished with interfaces inherited from the parent class, and tweaked for the actual child to respond to or ignore the irrelevant actions?
Or am I going about this entirely wrong?
As always, thanks!