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Makes BTComposite nodes aware of changes in their children #44
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…n be edited at runtime. This makes possible to change contents of a composite nodes at runtime, allowing for many cool stuff. I use it for injecting custom behaviors in a skill system in my game. For AI it could be used to build mob generator, that takes scenes with pre-defined elements and creates many possible combinations, without need to create each scene manually by instancing sub-scenes.
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Nice feature! Here are my thoughts:
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Good points! 😃
Thats true, at first I wanted to inject whole I can work on it if you want :) (First I will submit PR for 2.0 with This will be also quite big change... should we make it 1.x feature or 2.x?
Is it even possible to use I think we can minimize tediusness and make it less error prone and confusing if we would provide it in GDS templates? (I totally forgot to do that my bad! xD)
Roger will do that! And 👍 🎉 🍾 for conf warning! :D |
I was thinking of something like @onready var blabla = wrapper()
func wrapper():
# Connect here
``` |
What?! I didn't know you can do that! D: This is cool. That's actually a nice solution! I don't feel it's hacky at all and much better in our use case than super() that user has to remembder or not delete by accident... |
Since |
Is this PR redundant now that there is #47? |
Ah I forgot. Yes, I left it just in case it might be needed but can be archived I think. |
This makes possible to change children of a composite nodes at runtime, allowing for many cool stuff. 😄
I use it for injecting custom behaviors in a skill system in my game.
For AI it could be used to build mob generator, that takes scenes with pre-defined elements and creates many possible combinations, without need to create each scene manually by instancing sub-scenes.