How Unity designs a skill system and buff system

Skill system:

Creating a complete skill system in Unity (introduction) - Zhihu (zhihu.com)

Create a complete skill system in Unity (code) - Zhihu (zhihu.com)

Buff system:

Unity Practical Chapter: Buff System Design (1: General Ideas and Mind Maps)_Miscellaneous Rain and Misty Half Life's Blog-CSDN Blog_Buff System Design

Unity Practical Chapter: Buff System Design (Part 2: Specific Code and Practical Use)_Miscellaneous Rain and Misty Half Life's Blog-CSDN Blog

Skill system thinking:

Each player has a skill manager, which stores all the player's skills. When the player wants to release a skill, the manager will call the corresponding skill releaser to execute the range selection algorithm and effect algorithm set in the skill data (the releaser configuration factory is used here), select the enemies in the specified range and then apply the effect.

Buff system idea:

1. A game object that can be buffed shows that its status in the game is already quite important, so it is worth letting it inherit Mono.
2. Compared to the centralized management of BuffManager, I prefer that each game object has its own buff. Managers, when they are buffed, they must react accordingly.
3. Buffs have two basic things in common: 1. Duration 2. Type of Buff
 

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Origin blog.csdn.net/Anyo1n/article/details/126901720