Custom Saver Needs to Reference my Assemblies
Posted: Wed Mar 08, 2023 11:25 pm
Hi there,
I'm in the process of building a custom Saver class to save some game data properties in my game. Im modeling off of your existing Savers (positionSaver, activeSaver, etc). My unity Asset scripts are separated into multiple assemblies for organizational purposes.
My problem is that one of my script assemblies depends on the DialogueSystem assembly. But this new custom Saver which lives in the DialogueSystem assembly needs to reference the classes in my assembly, and it can't because I would have a circular dependency.
What do you guys recommend when users write custom classes in your plugin (Savers, SequencerCommands, etc) and they need to access custom classes in their unity Assets folder? Im struggling because Im running into a lot of these circular dependencies with the plugin. But there doesn't seem to be a clean way to get the plugin code and my code all in one assembly.
I would love to hear what you guys have to say!
Thanks,
-David
I'm in the process of building a custom Saver class to save some game data properties in my game. Im modeling off of your existing Savers (positionSaver, activeSaver, etc). My unity Asset scripts are separated into multiple assemblies for organizational purposes.
My problem is that one of my script assemblies depends on the DialogueSystem assembly. But this new custom Saver which lives in the DialogueSystem assembly needs to reference the classes in my assembly, and it can't because I would have a circular dependency.
What do you guys recommend when users write custom classes in your plugin (Savers, SequencerCommands, etc) and they need to access custom classes in their unity Assets folder? Im struggling because Im running into a lot of these circular dependencies with the plugin. But there doesn't seem to be a clean way to get the plugin code and my code all in one assembly.
I would love to hear what you guys have to say!
Thanks,
-David