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A tower defense game called Rift Riff and soon a sequel to my indie hit game Hidden Folks.
Describe the problem or limitation you are having in your project
I use signals on singletons quite a lot:
GameManager.instance.some_signal
The (albeit minor) downside of this approach is that this requires the singleton object to be initialized and assigned. I rarely have issues with this particular pattern, but when I do it's usually when I run into tricky initialization order issues.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
It would be awesome if I could define static signals like so:
class_name GameManager
extends Node
static signal some_signal
func _ready():
some_signal.emit()
... allowing this signal to be accessible from anywhere like so – even from _init() functions in other classes before any singletons associated with the class in question have been initialized and assigned:
GameManager.some_signal.connect(my_function)
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
As per usual in my proposals (sorry, I'm 'just' a game dev!) I don't know enough about the engine's inner workings to say anything meaningful here.
If this enhancement will not be used often, can it be worked around with a few lines of script?
I could simply continue to use the signal through my singletons.
Is there a reason why this should be core and not an add-on in the asset library?
Not sure if it's core or GDScript, but this is part of either of those.
The text was updated successfully, but these errors were encountered:
Describe the project you are working on
A tower defense game called Rift Riff and soon a sequel to my indie hit game Hidden Folks.
Describe the problem or limitation you are having in your project
I use signals on singletons quite a lot:
The (albeit minor) downside of this approach is that this requires the singleton object to be initialized and assigned. I rarely have issues with this particular pattern, but when I do it's usually when I run into tricky initialization order issues.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
It would be awesome if I could define static signals like so:
... allowing this signal to be accessible from anywhere like so – even from _init() functions in other classes before any singletons associated with the class in question have been initialized and assigned:
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
As per usual in my proposals (sorry, I'm 'just' a game dev!) I don't know enough about the engine's inner workings to say anything meaningful here.
If this enhancement will not be used often, can it be worked around with a few lines of script?
I could simply continue to use the signal through my singletons.
Is there a reason why this should be core and not an add-on in the asset library?
Not sure if it's core or GDScript, but this is part of either of those.
The text was updated successfully, but these errors were encountered: