kibble-cabal / godot-rive

An integration of Rive into Godot 4 using GDExtension
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Add trigger inputs #5

Open audse opened 9 months ago

audse commented 9 months ago

I'm not sure how to handle Rive's "trigger" input type.

I'm thinking:

  1. For runtime, add a function to RiveInput called trigger or fire or something
  2. For the editor, I think there are two options. Either: a. Add a boolean to the editor input list that does not save it's state, or b. Add a button to the editor input list (may require an editor plugin?)