Open Loufe opened 3 weeks ago
The resources wasted in this case are minimal, since this is not a function that is called every frame, or affect directly the performance. This maybe called in specific areas of the game, or in the beggining, so I do not think this case will matter.
But to simplify this call, you can implement this function on the LPCAnimatedSprite2D and LPCAnimatedSprite3D
func LoadAnimations() -> void:
LPC_base.LoadAnimations(self)
then use it like before:
LPC.LoadAnimations()
Working on adjusting my code to the refactor right now, running into this odd case:
Whereas before it was simply LPC.LoadAnimations(). For people who implement the add-on like I do, doesn't passing this reference around waste resources? Just wondering why we can't call a "load animations" function from the main LPC node.