Been working on more of the SpellFactory, Spell, Player casting, and the Repository.

Changes:

  1. Made SpellFactory and SpellRepository static classes
  2. Set up GameManager that calls SpellFactory’s initial setup
  3. Players can cast spells once again

The problem is that I don’t think I did this right with networking. So this works in single player but in multiplayer, the spells aren’t being installed properly or something.

There’s a good chance the clients are setting up the spell definitions and prefabs when actually the server is supposed to (and the clients just have references to spell IDs).