情境
Designing a class structure for a real-time combat system in a role-playing game, focusing on skill cooldowns and resource (mana/rage) management.
這張圖裡有什麼
看懂背後的決策。
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.