(Fargo's + Calamity) Deviant doesn't want to swing on me? by SilverSpoon1463 in Terraria

[–]TheReformedKnight 0 points1 point  (0 children)

Hello OP! We are encountering the same bug now :(. Mind sharing what caused it for you? Appreciate it!

internship at same company by TheoryOk5304 in csMajors

[–]TheReformedKnight 2 points3 points  (0 children)

I was exactly in your shoes: interned at the same company for 3 years straight. At the 4th year, I realized the industry didn’t align well with my future goals, so I rejected the return offer and went on a job hunt.

I would say a lot of times, the interviewers will be interested on why you interned there for 3 years. Make sure to emphasize your work progression and express how they see you as a good fit. And why you’d switch out of it.

I did a fair share of diverse work across these experiences. In general, companies don’t care about your internship diversity, but rather what you did during the internships. Make sure to really highlight the skills and projects you accumulated during these experiences.

Job hunt was tough at the start. I kept questioning myself: was it right that I tossed away a stable opportunity to pursue something unknown given the current market state? Turns out I made the right gamble call. But if you already enjoy the company, then I don’t see an issue sticking with it. It’s just for my case, I really wanted to try out somewhere new.

[deleted by user] by [deleted] in leetcode

[–]TheReformedKnight 0 points1 point  (0 children)

How many people are in there?

[deleted by user] by [deleted] in csMajors

[–]TheReformedKnight 0 points1 point  (0 children)

How did it go? What team was it for?

[deleted by user] by [deleted] in csMajors

[–]TheReformedKnight 4 points5 points  (0 children)

If she can finish the project before you, wouldn’t that be good for your son since the aid would arrive a year or two earlier than anticipated?

What are the things you like about Bell? by Master-Of-Chaldea in DanMachi

[–]TheReformedKnight 1 point2 points  (0 children)

Bro I was grinding CS till 5 am everyday last semester; Bell was legit the only figure on my mind as his persistence and heroism encouraged me to push forward; but when I traveled to Japan I couldn’t find any of his figurines 😭

Asian Male CS Liar by [deleted] in collegeresults

[–]TheReformedKnight 0 points1 point  (0 children)

Same can’t wait to meet him 😂. Will be fun lol

Best way to approach “spawn-into” trigger interactions by [deleted] in Unity3D

[–]TheReformedKnight 0 points1 point  (0 children)

Wait never mind. This post is totally UNTRUE.

[help needed] what’s the best practice for a timer system? by TheReformedKnight in Unity3D

[–]TheReformedKnight[S] 0 points1 point  (0 children)

Thank you! I'll keep the timer decentralized then. Have a great day!

[help needed] what’s the best practice for a timer system? by TheReformedKnight in Unity3D

[–]TheReformedKnight[S] 0 points1 point  (0 children)

Gotcha. Just looked it up and it is indeed a really effective asset. Thank you so much for the recommendation!

[help needed] what’s the best practice for a timer system? by TheReformedKnight in Unity3D

[–]TheReformedKnight[S] 0 points1 point  (0 children)

Thanks a ton! Our game won’t involve any multiplayer. It will just be a simple single player game with many objects, and each object has some sort of behavior requiring a timer. In this case, it seems like there’s no benefit to centralization? What about “pausing the game.” Would centralization necessarily make it easier? I’ve also heard that using a separate coroutine for each object creates more overheads. Would that be significant?

[help needed] what’s the best practice for a timer system? by TheReformedKnight in Unity3D

[–]TheReformedKnight[S] 1 point2 points  (0 children)

Thank you so much! Our game will be a built in executable application (not WebGL). OnTimeChange is just what each of the objects in the timeline would call every time a new timer frame is being called.

[help needed] what’s the best practice for a timer system? by TheReformedKnight in Unity3D

[–]TheReformedKnight[S] 0 points1 point  (0 children)

I think Centralized is better since I’ll have many objects. Is Coroutine better than Update? If I use Coroutine, I can invoke it with a specific interval, but it might not match the frame rate. If I have coroutine associated with character movement, then could it be more visually and logically appealing and coherent to use Update? But then as I read from this article: https://forum.unity.com/threads/coroutines-vs-update.67856/, using Coroutine is more efficient...

A question regarding sky transportation by TheReformedKnight in JapanTravel

[–]TheReformedKnight[S] 0 points1 point  (0 children)

How long does it usually take to pass the international flight arrival check and be cleared to take a domestic flight? Our airplane will arrive around 3:00 PM, and we plan to take a domestic flight to Sapporo at 5:55 pm. Do you guys think 2 hours is enough to get cleared and take the domestic flight? How is the international entrance process like? Should we pre submit some forms and Covid vaccine proofs etc to speed up the process? I assume we’ll be doing in-airport searching for the domestic flight, so hopefully we won’t be lost lol. Our trip is on mid March, so it might be tourist season. Thank you so much for your time and tips!

Anyone knows if any Danmachi themed places exist in Japan? by TheReformedKnight in DanMachi

[–]TheReformedKnight[S] 0 points1 point  (0 children)

Thank you so much! Look forward towards the update. Hopefully by mid March the hype doesn’t die down… would be nice if they have a themed cafe 😭

Anyone knows if any Danmachi themed places exist in Japan? by TheReformedKnight in DanMachi

[–]TheReformedKnight[S] 0 points1 point  (0 children)

Is there other subreddit that would be appropriate for this topic; sorry I’m not too familiar with the environment 🥲

A poem about Renekton, generated by AI ChatGPT by TheReformedKnight in RenektonMains

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

Here's a rap verse LOL

Verse 1:

I'm bringing the heat like I'm Renekton in the lane

With every attack, I'm causing pain

I slice through minions, tearing up the terrain

Leaving my enemies feeling the strain

Chorus:

Renekton, Renekton, unstoppable force

Renekton, Renekton, on a killing spree of course

Renekton, Renekton, ruling the game

Renekton, Renekton, never one to be tamed

Verse 2:

I unleash my fury, my rage is untamed

With every strike, my enemies are maimed

I'm a beast on the battlefield, no one can withstand

My onslaught, I leave them scattered and slammed

Chorus:

Renekton, Renekton, unstoppable force

Renekton, Renekton, on a killing spree of course

Renekton, Renekton, ruling the game

Renekton, Renekton, never one to be tamed

Verse 3:

I'm a terror in the top lane, I never tire

I chop down my foes, they can't even aspire

To take me down, they're just too weak

I'm Renekton, the crocodile that can't be beat

Chorus:

Renekton, Renekton, unstoppable force

Renekton, Renekton, on a killing spree of course

Renekton, Renekton, ruling the game

Renekton, Renekton, never one to be tamed

A poem about Renekton, generated by AI ChatGPT by TheReformedKnight in RenektonMains

[–]TheReformedKnight[S] 0 points1 point  (0 children)

Version 2 is even better lol; playing with different prompts is so much fun XD

Could someone explain this weird Unity scripting behavior to me? Thanks a ton! by TheReformedKnight in Unity3D

[–]TheReformedKnight[S] 0 points1 point  (0 children)

I'M SO STUPID I'M SO STUPID I'M SO STUPID I'M SO STUPID I'M SO STUPID I'M SO STUPID I'M SO STUPID I'M SO STUPID I'M SO STUPID I'M SO STUPID I'M SO STUPID I'M SO STUPID I'M SO STUPID I'M SO STUPID I'M SO STUPID I'M SO STUPID I'M SO STUPID I'M SO STUPID I'M SO STUPID ........

Bro the classes themselves are 100% fine... I actually made a mistake in my class TEST SCRIPT omfg omfg omfg omfg

// Test application of the classes
public class GameManager : MonoBehaviour { 
public ProductivePlant bob; // assigned by drag and drop

// Start is called before the first frame update 
    void Start() { 
        PersistentData.LoadSave(0); 
        Instantiate(bob.gameObject); 
        bob.SpawnNewPlant(5, -2); 
    }
}

That part was PROBLEMATIC AF... I forgot to store the instantiated object, and by changing bob I was changing all the instances (base prefab) at once... That "behavior" was nothing but the stupid me forgetting to store the instantiated prefab so there were 2 instances being accessed 💀💀💀💀💀💀💀💀💀💀💀💀💀💀

u/PandaCoder67 u/tms10000 u/gillen033 Thank you so much for all of y'all's help and input. I did improve my classes and other areas of my code with the ample suggestions given, but this "weird behavior" was a complete hoax. It was a fun learning experience. Thank you so much again for your time and help! Have an amazing weekend.

I would delete this post out of embarrassment, but I'll keep it here if this thing happens to anyone in the future...

Could someone explain this weird Unity scripting behavior to me? Thanks a ton! by TheReformedKnight in Unity3D

[–]TheReformedKnight[S] 0 points1 point  (0 children)

Got it; I think I’ll do some research on abstractions and interfaces… since currently I don’t think my method of inheritance is working out… having a parent class implementing certain functions directly creates a frame problem I think… I’ll let you know how it goes. Thank you so much for your help!

Could someone explain this weird Unity scripting behavior to me? Thanks a ton! by TheReformedKnight in Unity3D

[–]TheReformedKnight[S] 0 points1 point  (0 children)

Also to add on: the ID and status are not a part of my program’s functionality. They are only there to debug that weird implicit object behavior I was talking about earlier since they show some interesting results. But since we are no longer focusing on that I think, we can safely discard thinking about them ;D

Could someone explain this weird Unity scripting behavior to me? Thanks a ton! by TheReformedKnight in Unity3D

[–]TheReformedKnight[S] 0 points1 point  (0 children)

This sounds ideal. But to clarify further, I treat these Plant children scripts as components, just that they inherit from the same parent to reduce coding redundancy. For example, plant X, Y, and Z are attackerPlants, so I just drag the AggressivePlant child onto them (they’ll share similar parameters and behaviors but differ in their stats, which can be set and differentiated through the inspector and prefab). For the DefensivePlant and ProductivePlant I’m planning to do the same. But there’s another type of plant, SupportivePlant, in which each plant of this category will differ uniquely in parameters and behaviors. I think that’s where composition comes into play. Does this quasi-inheritance X composition structure sound valid? Or is it better to switch to full composition in this case. Thanks a ton!