this post was submitted on 14 Jun 2024
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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.
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"?
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