Hello people!
So to explain my problem:
I have a questhandler which contains quests thoose quests contains quest part scripts. The advantage of this is that you can make any kind of quest from the editor. I want to make the last quest part a “quest completed”.
Since the public quest_part would wait for a quest part instance but I can’t afford to have a loaded instance of all my items as quest rewards in the DontdestroyOnLoad scene
Question is: Can I pass the reward item script as a type (from the editor) not instantiated and make an instance of that in code later?
Also it would be the best if i wouldn’t have to use the base_item but it would accept the specific ones eg sword1 : base_item
Thanks in advance!