31
submitted 1 month ago by [email protected] to c/[email protected]

For character abilities that have a certain trigger condition, eg. "OnAttack", "OnJump", "OnDamaged" etc..

Currently each of these triggers is a signal. When a signal fires, the character loops through all of its abilities and activates each one with that specific condition, so it just runs an if statement for every ability, regardless of whether it has that condition or not:

if ability.trigger_condition == Triggers.OnAttack:
  ability.activate()

My issue is that this could get a little unscalable with many characters on-screen each having many abilities of their own. A character could have 1 OnDamaged ability and 19 OnAttack abilities, but when an "OnDamaged" signal is received, it will still loop through all 19 OnAttack abilities.

Any advice on this is appreciated, thank you all.

you are viewing a single comment's thread
view the rest of the comments
[-] [email protected] 5 points 1 month ago

Without knowing your specific situation, it seems like each of you signals should not be connecting to one master "abilities" function to dole out the effects.

Instead each signal should connect to its own function and that function is responsible for only its specif effect.

====== Another thought would be if you like your setup, change the if statement to a match/case. For many simple if checks the match is more optimized.

[-] [email protected] 1 points 1 month ago

I think I understand...

Instead of the player iterating through and calling all of its abilities, the ability just connects directly to whichever signal it needs on the player?

My current setup is to add each Ability as a node to the player, so right now it follows the "call down, signal up" adage that I hear everyone say. What would be a good way to implment the other way? I assume I should rework my current setup otherwise it'd be "signal down, signal up"?

[-] [email protected] 1 points 1 month ago

So player has all these nodes that provide abilities. Each node has a signal that the ability is activated. This is correct. What you do after the signal was your question.

The two options i described were:

#1 don't just connect to one omnibus function. Don't connect them all to a _gave_ability() function. This is what it sounds like you are doing. Instead seperate into seperat smaller functions. Connect ability As signal to functionA(), and abilityB signal to functionB(). Then yiu are not checking all 19 cases everything a signal is called.

#2 if you are using the omnibus function _give_ability(ability), set an input parameter for the signal saying which specific signal was emitted. This can be done by code or the inspector when connecting the signal.

Then on _give_ability(ability) do:

match ability: abilityA: Give ability

this post was submitted on 14 Jun 2024
31 points (100.0% liked)

Godot

5382 readers
95 users here now

Welcome to the programming.dev Godot community!

This is a place where you can discuss about anything relating to the Godot game engine. Feel free to ask questions, post tutorials, show off your godot game, etc.

Make sure to follow the Godot CoC while chatting

We have a matrix room that can be used for chatting with other members of the community here

Links

Other Communities

Rules

We have a four strike system in this community where you get warned the first time you break a rule, then given a week ban, then given a year ban, then a permanent ban. Certain actions may bypass this and go straight to permanent ban if severe enough and done with malicious intent

Wormhole

[email protected]

Credits

founded 1 year ago
MODERATORS