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Timeline for Lvl2 upgradeable attributes

Current License: CC BY-SA 3.0

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Jan 27, 2015 at 10:50 vote accept Nick Udell
Jan 22, 2015 at 22:22 comment added apieceoffruit @BenAaronson I see your point and it can be as well but there is a very special reason i did it this way. an attribute ahs a base value, so conceivably in a game context certain situations might call for performing a calculation off the base value. Well, a modifier alters the effects ON the attribute but in some cases you dont want to superceed that, effectively the Decorator version is a code contract to ensure valid values while a modifier version is a calculatory clamp. different uses. In the same way I'd create a notifyAttribute that implements notifypropertychanged, not as a modifier
Jan 22, 2015 at 17:32 comment added Ben Aaronson I'd argue the clamping should be done as an IModifier, rather than an IAttribute decorator.
Jan 22, 2015 at 17:18 comment added Nick Udell I love your point about swapping to just IModifier instead of an internal collection and letting the dependency manage itself. That will really improve fluency and flexibility!
Jan 22, 2015 at 17:15 history answered apieceoffruit CC BY-SA 3.0