Open Lunastela opened 3 months ago
I've wanted to add this, but some GridEntity's Destroy functions are just Hurt(4) and that brings about logistical issues I'm not sure how to handle
It may be a good idea to provide callbacks for when the GridEntity is hurt as well, at least as a temporary solution, as well as being able to check how much health they have/have left (if that's not already possible, I wouldn't know, my experience with the Isaac API is very limited, but I assume it wouldn't be the case because that sounds actually convenient).
Despite explicitly being able to Hurt
and Destroy
them, GridEntity
has no Health
variable; it's left completely up to each subclass to decide how to interpret that damage. Why? Not sure! Blame Florian and/or Nicalis.
It's exactly that potential hurt callback that throws a wrench into things; neither really makes sense to have without the other. From there, how do I deal with those default functions that just call Hurt
? Do I allow both callbacks to fire? Do I block the Hurt
callback from firing to keep the illusion that the two functions are separate things?
The ability to test/cancel grid damage (damage to grid entities, not from them) would be incredibly useful