Saving an arbitrary number of SaveableEntities

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?

I’m going to resolve this thread as it seems to be covered by Brian’s “Procedurally Spawned Characters” guide. Once I finish working through it, I’ll post any questions on that thread.

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