This is my first question, I am a game developer for some years now, having worked with UDK, Android, and some other proprietary C++ engines. I feel like I am beginning to wrap my head around the unity way of doing things, but am a bit stalled converting my android tower defense game to unity.
What I am trying to accomplish
I need to store the information for my tower defense games Waves, in android I had a XML file that added Wave objects to a WaveManager. A Wave object contains a list of WaveConfigurations, each WaveConfiguration object has a Creep, the spawn count, delay between them, some other minor details… you get the drift.
How I am attempting it in unity
The way I am trying to do this in unity, is I added a empty Waves object, under it I have a empty Wave01 object, under this I am planning on placing Creep objects that have a component which allows you to choose a creep Prefab, spawn count, delay etc.
I feel like this approach may have performance impacts however.
Does anyone have a suggestion on doing this Unity like? Is my original XML → To object structure the best approach in Unity as well?
So in short I should look into XML Parsing and add that to the Start of a WaveManager to build the object represenation I am familiar with in android?
EDIT
Here’s a visualization of what I was wanting to do:
I.E.
Waves →
Wave01 →
Creep01
-Creep Component
(Transform (Creep Prefab))
-CreepSpellCastComponent
-DoWhatYouWantComponent
…
Seemed like modifying and creating waves could be much easier, done visually. But maybe this isn’t appropriate design for unity.