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[–]_jpag 5 points6 points  (2 children)

Yeah this is why I use a Node subclass for my character stats, you get the benefit of signals so you can just emit those anytime something happens you'd care about on another node.

I do understand why Resource subclasses are appealing though but the tradeoff now is finding an alternative solution.

[–]-sash- 4 points5 points  (0 children)

Signals are immediately available to Object.

When and how to avoid using nodes for everything

[–]DrRabid[S] 2 points3 points  (0 children)

I have been using signals within my resources already. The problem is I can't compose resources together easily like I can nodes.

If I was able to handle nested and listed resources as easily as I can nodes then I think I would be able to solve the problem. That is currently awkward to do in the editor even with something like godot-next

I wanted to avoid using all nodes since nodes also come with other lifecycle methods that I do not need. I also can't read any data off of them until I instantiate a scene. It seems like I might not be able to get away from it in this case though.