Type of Change (New Feature, Bugfix, Refactor, etc)
New Feature requiring refactor of the Character class structure
Summary of Change
Two subclasses were created to inherit from Character: Player and Enemy. This was done in order to allow Character's subclasses to have their own movement schemes. For example, Player uses keyboard input, while Enemy has a simple automatic move-wait-move pattern. A new prefab (TestEnemy) is now instantiated by SceneManager. We may wish to reevaluate how we are doing our object instantiation.
Justification of Change
We need to have a player/non-player dichotomy in order to produce the PvE gameplay.
Type of Change (New Feature, Bugfix, Refactor, etc)
New Feature requiring refactor of the Character class structure
Summary of Change
Two subclasses were created to inherit from Character: Player and Enemy. This was done in order to allow Character's subclasses to have their own movement schemes. For example, Player uses keyboard input, while Enemy has a simple automatic move-wait-move pattern. A new prefab (TestEnemy) is now instantiated by SceneManager. We may wish to reevaluate how we are doing our object instantiation.
Justification of Change
We need to have a player/non-player dichotomy in order to produce the PvE gameplay.
Link to covered ticket(s)
https://github.com/darin-ellis7/GridGame/issues/15
Tested? [x]
Manually validated through the editor. We should create some automated tests once we work through the next few features.