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Jun 21, 2019 at 14:28 vote accept Jeff
Jun 19, 2019 at 13:15 comment added DMGregory Just about everything in Unity is a component. The Camera, Lights, Colliders, Renderers, any script you write as a MonoBehaviour, etc. I'd strongly recommend working through a few tutorials with a new engine when getting started to familiarize yourself with its core concepts. That will help you form more focused questions and get answers that are more useful to you.
Jun 19, 2019 at 13:06 comment added Jeff I didn't know about "Components" tbh. Also, no specifics yet, I think it's just wrapping my head around the basic concept of it. Like, in the above example, if I deserialized that into an object, of type Helmet, Helmet would have to have Eat, Equip, and Sell defined in it, or would it have "edible" in the class somewhere? Then, I'd have to have the verb form of "edible" in a context menu as an action that can be performed.
Jun 19, 2019 at 13:01 comment added DMGregory What I mean is Unity already has components that you can iterate through with something like GetComponents<IContextMenuExposed>() — did you run into any specific obstacle making this component system work for you?
Jun 19, 2019 at 12:58 comment added Jeff I may be falling into the trap that newer developers fall into, but I'm trying to understand a generic, D.R.Y., reusable way of doing this rather than creating a menu for every object in the game. Is that clearer? I know it's probably hard to answer as it's incredibly difficult for me to figure out how to ask.
Jun 18, 2019 at 17:52 answer added Philipp timeline score: 1
Jun 18, 2019 at 1:00 comment added DMGregory This looks like what you get out of the box with the built-in Unity component system. What specific part do you need help implementing?
Jun 18, 2019 at 0:35 history edited Jeff CC BY-SA 4.0
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Jun 18, 2019 at 0:25 review First posts
Jul 2, 2019 at 0:25
Jun 18, 2019 at 0:22 history asked Jeff CC BY-SA 4.0