シナリオ
Designing a class structure for a real-time combat system in a role-playing game, focusing on skill cooldowns and resource (mana/rage) management.
この図に含まれるもの
図の背後にある意思決定を読み解く。
01
Use of abstract base class for shared combatant logic
02
Separation of Skill and CooldownTracker for cooldown management
03
Resource class to model different resource types per character class
When modeling RPG combat mechanics, ability systems with cooldowns, or resource-based character actions.