I have a few classes in my game. I am wanting to create a structure that would allow me to select a class that has its specific enum of abilities that belong to that selected class.
I.E.
E_ClassType has three classes inside it being Marine, Sniper, Commander.
I then have E_MarineAbilities, E_SniperAbilities, and an E_CommanderAbilities.
So based on the E_Class chosen I would like to be able to only select abilities based on the class chosen.
If Marine is chosen I would like the abilities I can choose from to only be from E_MarineAbilities.
I would like to be able to change between classes and their specific *E_Abilities.
The reason is I want to cut down on the amount of items in my main structure or creating extra variables.
If you have questions I will do my best to explain further. I realize I could put all of the abilities in one Enum but I would prefer to keep them separate.
The next two pictures is what I am hoping you can help me figure out. For demonstration on what I would like your help to create; I want one variable type called S_AbilityInformation rather than what I currently have with an S_…AbilityInformation for each class. I added a variable of E_ClassType which created the drop down for the “Class Type” and I set the “Ability” in the first picture to E_CommanderAbilities and in the second picture to E_MarineAbilities. I would like my selecting of the “Class Type” to change the “Ability” Enum. “Class Type” Marine makes the “Ability” E_MarineAbilites. “Class Type” Commander makes the “Ability” E_CommanderAbilities
The end goal is to help pass information to the player pawn to let it know what ability it should use next. I am probably making this more complex that it needs to be, but I am trying to figure out how I can maximize the efficiency of my functions so I don’t need three of them to do the same thing just with different class names or different variable types. By making it a structure I can parse out the data I need at a given time rather than have a tangle of nodes for each specific class.