Timeline for Need some advice on how to decide where to implement my enemy behaviours
Current License: CC BY-SA 3.0
6 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Jun 30, 2016 at 7:50 | comment | added | zcabjro | Don't forget also that you can attempt to define a common interface used by all appropriate enemies. You could do so either with an interface or by using a base class. | |
| Jun 30, 2016 at 7:50 | answer | added | James Moore | timeline score: 0 | |
| Jun 29, 2016 at 22:05 | answer | added | Nikaas | timeline score: 2 | |
| Jun 29, 2016 at 21:33 | comment | added | Nikaas | You should read about C# Delegates and Events - The basic idea is that your player decides when a method that's part of the enemies will be run. And the cool part is that player doesn't know what that method is. But still IMO that not the best approach here. | |
| Jun 28, 2016 at 22:00 | comment | added | rlam12 | You could have enemies listen for a playerKickes event and on each enemy's code ads a response for that. All of them then can listen for the event but they can react differently with different code. | |
| Jun 28, 2016 at 20:17 | history | asked | Keeko | CC BY-SA 3.0 |