I misunderstood your question/suggestion in your previous post (guess I was a bit asleed as well :), but I do understand better now.
The problem with this, is in the way the events work. Right now, events received (eg by a condition task), would make the condition immediately return ‘true’ for one frame. In some other frameworks (and I think in Unity’s Mecanim as far as Triggers go), events would rather mark a boolean like “received” as true, and be “consumed” the next time the condition is evaluated, something like this:
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boolreceived;
publicboolOnCheck(){
if(received){
received=false;
returntrue;
}
returnfalse;
}
NodeCanvas ConditionTasks do not work thi way though and for your suggestion to take place, they would need to actually work this way, which is something I was already thinking of changing. Alternatively I could make a ‘Queue’ and Enque event calls when the graph is paused, but I don’t really like the complexity added here, thus the first solution might be better.
I will need to investigate a bit further into this though before giving some solid answer 🙂
Thanks!
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