GameObject::useEvent() should go away.
That shouldn't happen. The way controllers fire an event is not satisfying. A static pointer set by class X so that it is used by class Y with no restriction on who does what and that merely works because we know X calling ::useEvent() and Y checking *::doevents happens to take place with the right timing " No.
I mean, look at the documentation: "assumes no re-entrance until gobRunController". That has turned false the minute I introduced 'attach-to-other-game-object' feature where you might have to run the object you're attached to before you can run yourself.
I'd like to convert {NONE, FAIL, EVENT} enum into something else that allow "EVENT" to carry the list of transitions to check by itself.
...
Source: Bilou HomeBrews Blog
URL: http://sylvainhb.blogspot.com
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DRAGON QUEST XI S - Entretien avec Yuji Horii et Hokuto Okamoto (Nintendo Switch) |
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