Wanted some opinions on ways to set up triggering “on-kill” effects. In short: The player can have abilities that trigger effects whenever they shoot and kill an enemy. I’m also looking to extend abilities to enemies as well, so can’t just hardcode a player reference.

Currently I’m doing it like this:

  • Enemy signals that it died -> the bullet receives this and signals that it killed Enemy -> the player’s weapon receives this and signals that it’s bullet killed Enemy -> the player receives this and triggers it’s on-kill abilities.

It simultaneously feels like a good way to go about it but also a long mess. The other option I’ve considered is:

  • Each bullet has a reference to it’s owner (eg. player). When an enemy dies to a bullet, it looks to the bullet’s owner reference and tells it to trigger it’s on-kill effects.

This way is a lot simpler to write, but is error prone eg. In cases where the bullet’s owner is killed while their attack is mid-air.

Thank you all!

  • rtxn@lemmy.world
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    8 months ago

    I have little experience with Godot, so I’ll just write the general concept and you’ll have to translate.

    I’d go with #2, but also have the bullet subscribe to an event that is triggered when the shooter player dies. When that happens, set a private variable that tells the bullet that it shouldn’t trigger any on-kill effects (or you could do other things like detonate or remove the bullet).

    Something like that in C# (or close to C#, it’s been a while):

    class Bullet {
        private bool _player = null;
        private bool _enableOnDeathEffect = true;
    
        private void OnPlayerDeath(object sender, EventArgs e) {
            _enableOnDeathEffect = false;
        }
    
        public void OnKill(){
            if (_enableOnDeathEffect) {
                //trigger effect
            }
        }
    
        public Bullet(player) {
            _player = player;
            player.OnDeath += OnPlayerDeath;
        }
    }