This is what I think the user above is saying (with my rudimentary knowledge of japanese):
Title: A way to manage/store/retain a large amount of Event Flag spanning across levels.
As the title says, I would like to ask a question about managing/storing/retaining a large amount of Event Flags spanning across levels.
The sequence of events that led to this question is the following:
During the game I would like to have a large amount of events triggered by certain conditions
I would like to decide if a specific event is triggered or not based on the value of some variable, or to use them to check if the event is already over
Since I want to preserve the state of these variables across the changing of levels, I think it would be appropriate to manage said variables using a Game Instance
However, if I do it just by keeping adding those variables as you see in the attached image below, when it reach several dozens of events it becomes apparent it’s an awful way to manage it.
That was my thought process, but since I couldn’t find a nice solution to this I’m asking to you guys.
I had also thought about using a Data Table to manage the large amount of variables, but since you can’t change the data value from the outside, I gave up on that approach.
Therefore what I would like to ask is if there is a better way to handle a large amount of variables spanning across levels, or if there is a completely different approach to properly manage a large amount of Event Flags.