Synzza Star - Implementing Skills through Scriptable Objects and Coroutines

In my previous post , I laid out some aspects of Synzza Star's combat system design. Let's discuss how I've been using Unity to realize these designs. Scriptable Objects Before explaining how I have been using Scriptable Objects , I'd like to take a moment to explain what Scriptable Objects actually are. Normally on this blog I like to avoid this kind of exposition, but the term "Scriptable Object" is so uniquely nondescript and awful that I suspect many uninitiated readers will, like me, be confused from the onset what these things are and why they should care about them. What are Scriptable Objects? In short, a Scriptable Object instance can be thought of as a row in a spreadsheet, and the Scriptable Object class definition can be thought of as the column headers on that spreadsheet. FYI: "Scrib" is an abbreviation I use in code to mean "ScriptableObject". You'll see it a lot. Note: Excel is not needed for Scriptable Objects. This is ...