Closed InverNessian closed 4 years ago
Found a super easy way to do this. AddComponent has an overload that accepts a string parameter. The string is the name of the component class you want. This means we can just pass in the talent list into a try/catch block! The catch block catches TypeLoadExceptions, since we are using Type.GetType(stringname). If no type is found, it catches that.
This method is tested and works.
Going along with talents, I'll need a way to automatically generate Triggers and add them to gameObjects. Consider using the Start() method of the StatsManager class.
To-Do: Have a big switch statement that generates components based on the talent name passed into it.
Alternatively, look into using some kind of Map? That would make this much easier.