Hi Aren,
I currently have a game which has a structure like this: (classes in bold)
- Each connected player has control of a Planet
- Each planet contains 12+ BuildingSlot gameobjects, each of which can contain a building of any type.
-- Player can trigger construction of Building gameobjects in these slots (Building is subclassed by many unique building types)
-- These buildings have their own unique properties to sync (e.g.: reload time for weapons), as well properties common to each (health, construction progress, etc)
-- Buildings may be destroyed by the actions of other players
I currently have it set up so the Planet, BuildingSlot and Building all have their own TNObject, to prevent all the building logic taking place in the root Planet object.
I've read around some previous topics in this board and it looks like you recommend against having nested TNObjects, I'm wondering how you would recommend structuring a system like this in that case. I'd like to avoid bundling all my building logic and communication in one place if possible.
Any advice would be appreciated.
Thanks!