refactor-unify-naming
main
Some general refactors: Turns HeroPartySO into a runtime set class. Make runtime set an IEnumerable Simplify name of events
@@ -4,4 +0,0 @@
using UnityEngine;
[CreateAssetMenu(fileName = "HeroParty", menuName = "Hero Party")]
public class HeroPartySO : ScriptableObject
Just FYI, I made the hero party a separate class rather than a generic RuntimeSetSO because the hero party will have other constraints, e.g. on size.
test
srtinky
@@ -0,0 +4,4 @@
namespace Events
{
[CreateAssetMenu(menuName = "Events/Spawn Wave Event")]
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public class SpawnWaveEventSO : ScriptableObject
testtest
No dependencies set.
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Some general refactors:
Turns HeroPartySO into a runtime set class.
Make runtime set an IEnumerable
Simplify name of events
@@ -4,4 +0,0 @@using UnityEngine;[CreateAssetMenu(fileName = "HeroParty", menuName = "Hero Party")]public class HeroPartySO : ScriptableObjectJust FYI, I made the hero party a separate class rather than a generic RuntimeSetSO because the hero party will have other constraints, e.g. on size.
test
srtinky
test
@@ -0,0 +4,4 @@namespace Events{[CreateAssetMenu(menuName = "Events/Spawn Wave Event")]test
@@ -0,0 +5,4 @@namespace Events{[CreateAssetMenu(menuName = "Events/Spawn Wave Event")]public class SpawnWaveEventSO : ScriptableObjecttesttest
test