Rather than direct function calls, a more versatile way of doing things would be generic event handlers. An event will have a name (as a string) and parameters. Each GameObject can listen for events, and if the event is of interest to it, it can consume that message. This is infinitely more versatile than what I'm doing now.
Rather than direct function calls, a more versatile way of doing things would be generic event handlers. An event will have a name (as a string) and parameters. Each
GameObject
can listen for events, and if the event is of interest to it, it can consume that message. This is infinitely more versatile than what I'm doing now.