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Add reactive extensions to visual scripting #20

@Thaina

Description

@Thaina

Describe the project you are working on:
turn based casual web game

Describe the problem or limitation you are having in your project:
repetitive visual scripting just for easy task

Describe the feature / enhancement and how it helps to overcome the problem or limitation:

I wish godot should adopt reactive extension and let it be part of the signal system for scripting and visual scripting. This would make it easier to manipulate signal flow relationship and reactive extension is already have userbased

Describe how your proposal will work, with code, pseudocode, mockups, and/or diagrams:

This below is current visual scripting for simple

image

This is what I think will improved

image

With the reactive pattern. The signal and value would be combined into typed signal. Signal maybe void signal or have value or even a tuple of values combined from multiple signal (as it might be came from reactive Zip or CombineLatest signal)

With the example above. It change the graphing from

Signal trigger SetValue
SetValue get a value from GetValue

into

Signal Select GetValue (change type from void to float)
GetValue signal trigger SetValue

Signals could also be processed with reactive operator, buffering / throttling / combining / merging / filtering. It would me more intuitive to work with complex orchestration of signal

If this enhancement will not be used often, can it be worked around with a few lines of script?:
not sure about this question

Is there a reason why this should be core and not an add-on in the asset library?:
It was changing of the visual scripting itself at the core so it better be a new version of visual scripting

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