I had originally planed on using Data Tables to set up my items.
But to avoid bloat i split off each item class (Generic, Weapon, Equipment) into their own data tables. But each struct had a reference to a master struct for universal variables, like Name, Icon ect.
This was working great because i could just assume the struct from getDataTableRow for the respective classes.
The trouble came when trying to access the Data Tables from a more generic standpoint, something not tied to a class of item type such as a generic inventory slot, because i could no longer assume the returning struct. Even though each Data Table has the generic variables in them from the other struct i just have no way of accessing them without a static reference to a struct
So basically that leaves me with having one Data Table to hold the information for every item, and have a struct with every possible variable one of these classes might need, wheather or not i use them. I can foresee that getting out of hand very quickly.
I’m sure that’s not the only solution, but its the only solution i know of currently;
So my question is what are some efficient ways of handling data this way? Is there a way to make my current idea work? or do i need to abandon the idea of clean data tables?