I know it’s the same thing, but I used a constructor in PartyMember rather than detail it all in our loop, moving all the reference assignations into the constructor and passing in the specific PartyMemberInfo.
public PartyMember(PartyMemberInfo memberInfo)
{
MemberName = memberInfo.MemberName;
Level = memberInfo.StartingLevel;
CurrentHealth = memberInfo.BaseHealth;
MaxHealth = memberInfo.BaseHealth;
Strength = memberInfo.BaseStr;
Initiative = memberInfo.BaseInitiative;
MemberBattleVisualPrefab = memberInfo.MemberBattleVisualPrefab;
MemberOverworldVisualPrefab = memberInfo.MemberOverworldVisualPrefab;
}
I also added a “break;” after adding the newPartyMember to the currentParty list so that the loop wouldn’t continue.