I've been trying out Unity, so far I've dedicated a lot of time making up a character class with stats and feats just like in Dungeons and Dragons, so far they all work well, but now it comes to me the desire to create gear for such character.
I've seen you can create objects from the prefab section and then add script snippets to change their behavior or even their appearance, but alas it just feels odd when I'm used to make classes from scratch to alter an already existing class of which I barely have any knowledge on how it works.
Thus, I could just simply go into the script folder and create a new C# script with all the values that will be used in general, for example, all armors have an armor class and weight, thus I could make a general class that has all the properties of an Object called Item then inherits its properties to Armor, Weapons and Consumables, and each of them can be then further specialized into more specific objects, now the real question comes:
Should it be better to create a class that holds specific attributes, for example a class called Iron sword, which inherits from weapons and from items down to gameobject, or should I make only one class called weapon that holds all values and names inside lists or arrays? And then... how do I instantiate my scripts without the need of creating one object in the game that when deleted it also removes the script from the scene?
Sorry for so much info, but I'm just a bit overwhelmed by all the things you can do and can't do with Unity.