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I’ve a category Furniture with a subclass of FurnitureState the place all of the “reside” knowledge can be saved. During gameplay when the furnishings can be turned off or relocated (Player motion) it’ll change the fields of this state class.
The concept is that i can simply serialize all of the states through the save operation by simply iterating over all furnitures, objects, enemies.
public class Furniture
{
[System.Serializable]
public class FurnitureState
{
public string furnitureType;
public int x;
public int y;
public int enabled;
}
public FurnitureState state;
}
Is this an excellent strategy or ought to i hold the state lessons in separate recordsdata with all different states for participant, objects, enemies?
Is it good apply to have the state class to be serializable or ought to i take advantage of one other class which is able to extract the properties that sould be saved/loaded?
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