I’m trying to spawn an arbitrary number of objects (let’s say enemies) and I’m running into what I think is a limitation of our saving architecture.
As I understand, RestoreState and CaptureState on the SaveableEntity each assume that each “type” exists only once. We use saveable.GetType().ToString() assuming it will be unique.
But what if a SaveableEntity contains multiple things of a single Type. Like imagine an EnemySpawner that spawns an arbitrary number of enemies.
Before I get to doing some major re-architecture (and get stuck) I was curious if this was solved already?