Open rhysnewell opened 3 weeks ago
That old library is based on my old implementation, but I thought setting an ID was cumbersome.
What you want should be working (though I've never tested), since now when an effect is installed it adds a reference to the node in the effect's meta data which is then accessed in the effect.
Do you mind posting the code you use to trigger the mouse over animation?
Oh that original Godot 3 code base was you? Very cool, glad you stuck with the project.
I've just tried to put together an MRP, and it is working as expected in the MRP. So I'm thinking that it might be something to do with what happened when I started porting over from the old version to your new version.
It's good to know that it should work how I was expecting. But I'll have to figure out what is wrong on my end.
I've attached the non-working MRP so you can see the kind of setup I have. I create scenes that are "RichTextAnimation" nodes, that I instantiate upon hover or when a menu loads. I thought it might be something to do with reusing the scenes, but this MRP works the same way and doesn't have the same issue.
I'll keep digging and let you know when I find a solution
Actually, I figured out how to reproduce. It does have to do with instantiating scenes that have the "RichTextAnimation" node as a child. Seems like the metadata needs to account for if it is attached as child of another scene. Perhaps, this is a problem with how I'm using godot's node system. But I feel like instantiated scenes should act independently
Is the expected method of using this library for a scene to instantiate unique RichTextLabel
nodes and then attach the RichTextAnimation
script programmatically, updating all settings and such as well?
I want it to work however people want to use it, as robust as it can be. Currently I've just dragged the scripts onto RichTextLabel nodes, and instantiated scenes fine.
If the problem occurs when instantiating, at least that can help me narrow it down a bit. I'll look into it eventually as there have been other problems with instantiating #12 .
Hello,
Thanks for putting together this repo, it's very impressive and I love the flexibility you've introduced. However, I've come across a small issue I was hoping you might have a solution for.
When I have multiple instances of a RichTextAnimation node in a scene, all instances of RichTextAnimation update at the same time. See the attached video for an example: https://github.com/user-attachments/assets/4422624a-26f3-43e3-9848-3ac0162b42e3
As you can see, anytime one node updates it's animation state, everything animates at the same time.
Previously, I was using a godot 4.X port of this library: https://github.com/SimonGigant/godot-text_effects_4.0 to perform RichTextAnimations (Called RichTextTransitions) that would allow creating instances of multiple RichTextAnimations via assigning ID codes inside of the bbcode itself. I'm wondering if you intend to have a solution for this problem in this library, or if I'm missing something in the documentation?
Cheers, Rhys