Data Management
Overview of uVegas core data represented as ScriptableObjects, including cards, decks, and chips, preconfigured for immediate use in any game.
Overview
The Data Management system in uVegas is the central hub for all game-related assets and definitions. It leverages Unity ScriptableObjects to provide a flexible, modular, and easily configurable foundation for all games.
Key components include:
CardDefinition: Defines a single playing card with its suit, rank, and artwork (sprite). This allows the system to render cards consistently in the UI while keeping logic and visuals separate.
DeckDefinition: Represents a full deck of cards, such as a standard 52-card deck. It can include jokers, a custom card back, and exposes a method to generate a runtime list of
Card
objects for gameplay. DeckDefinitions can be duplicated or customized to create different tables or game modes.Card: The runtime representation of a card (suit + rank) used by players and the dealer. These are not ScriptableObjects but are generated from the deck definitions at runtime.
ChipDefinition: Defines individual chip types, including name, value, and color. These definitions are used to generate
Chip
objects at runtime, allowing players to bet and track their currency visually and programmatically.Chip: The runtime representation of a chip, instantiated from its corresponding
ChipDefinition
.
uVegas ships with preconfigured ScriptableObjects for immediate use, including a full standard 52-card deck and a range of chip denominations from 1 to 5,000. This allows developers to start with authentic, ready-to-use game data while retaining the flexibility to add new decks, chip sets, or even custom card backs and themes.
By centralizing game data in ScriptableObjects, uVegas ensures a clear separation between data and runtime logic, making it easier to maintain, extend, and reuse assets across multiple games like Blackjack, Poker, Roulette, and Slots.
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