Hi,
this is somehow a general question to how to design my software. I’m having no troubles because the designs seem to work but maybe some of you encountered problems later on and can give a recommendation of what is good and what not
so i have some pickups which spawn effects(buffs, debuffs) on players. Pickups and Effects also spawn FX Actors like particle systems, audiocomponents.
first idea was to make everything to a class. So PickupBallSpeed has FXPickupBallSpeed and spawns EffectBall which has FXEffectBallSpeed. Every asset could then be put in the constructor. its very wet (we enjoy typing).
Second idea was. I have one class Pickup, Effect and FX.
Now i have a Singleton and my own constructor function like an init function. There is a big factory class which can put things together and loads everything from a singleton. So the Effect gets the FX Actor which is also build. its like a big switch case and then loads the according Particles and stuff it needs.
This looks more like a component based approach to me.
Both things work. but its often said, that everything that references assets is good to be a derived blueprint from a class. Could i get Problems with the Singleton? ATM 100% of the assets are loaded when the singleton is created.
I’m just a bit confused. btw I’m working alone and i don’t care to code everything and don’t use BP at all.
thank you for helping out