Closed TheYellowArchitect closed 9 months ago
It's kinda hard to read for a first-time user
Yes, I totally agree, that that the current example scene needs some work. It functions as some crude kind of testing and regression-catching device, as it uses most of the new nodes. I am hoping to get some simpler examples in for the next big release.
[...] but what I want to mention in this issue is that there are function calls which do not point anywhere and are dynamically cast. [...] I cannot ctrl+click set_modulate either.
This is a good point, however I think using something like (actor as Actor)
can become really tiresome and exhausting to write and read. What do you think of something like this?
## Executes after the state is entered.
func _on_enter(actor: Node, _blackboard: Blackboard):
# Cast to Actor
actor = actor as Actor
# Make Transparent
actor.set_modulate(Color(1, 1, 1, 0.5))
actor.ghost_state_machine.fire_event("fully_transformed")
definitely cleaner, I feel dumb for not having thought of it hahaha
definitely cleaner, I feel dumb for not having thought of it hahaha
I will close this issue for now, even tho I won't update the current example scene, as there already is a new one on the way (#55). You are VERY WELCOME to contribute your own examples to the 2.0.0
branch if you find that your testing could help others understand the plugin in a better way!
I know there will be a new example scene in the future, but I was curious of the setup of current version. It's kinda hard to read for a first-time user (since all nodes have a script attached, even though the script has no logic), but what I want to mention in this issue is that there are function calls which do not point anywhere and are dynamically cast.
On the FSMState "TransformIntoGhost" there is the code
I cannot ctrl+click set_modulate either.
The above is more intuitive imo, and its a codestyle I suggest for the future example scene. After all, the example scene is what convinces a developer whether to use or not