I have an Enum where each element is a type of spell with a different behaviour.
The enum is enough to be passed around ( CastSpell(enum_spelltype) works great ).
The problem is that I have a list of common properties for each Enum_spelltype that I would rappresent like this:
enum_spelltype | Name | Description | Cost | etc…
Atm I just have multiple methods like GetName, GetDescription, GetCost, … which accept an Enum as input, then switch on the enum and return different results.
so instead of having an excel file I do have gigantic switch with hundreds of return value.
Can you suggest a better way to achieve the same results?
Create struct, make data table from a struct.
My struct looks like that array “ability gameplay stats” its actually another struct with enum + value
You can add them directly to the datatable struct, but i like to have proper names for everything and dont do notes about damage is actually heal per tick, i have function which go over array of gameplay stats and find one which i need.
btw do you have anything similar to also store user-preference? I mean, do you have an implementation of some form of persistance of preference data already in place?
Player will have a certain degree of customization, so I need them to be able to save a structure similar to that one but that persist on the player computer.
(it should be able to save and load those settings from a file)