Here’s a tutorial I wrote on using components to help keep your code organized.

  • Paragrimm :godot:@mastodon.gamedev.place
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    2 months ago

    @mrsgreenpotato ahh ok, could you extend from a base node type and add this function respectively?

    We’ve defined “entities” in our project and each Entity-Type has a script for some basic functionality (to define that it IS an entity etc.).

    In our project a CharacterBody3D entity is an “Actor”, while a RigidBody3D is an “Item” for example. And we’re basically only working with these and define components for them that we can retrieve via a Dictionary<StringName, Resource>

    • Paragrimm :godot:@mastodon.gamedev.place
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      2 months ago

      @mrsgreenpotato (2/2) and in our case, we’ve put every piece of data into resources where we export the values we need. If we need a node in a scene, we just export it and it’s mostly a direct childNode of the scene. All in all we have a system where the example zombie consists of the following components: Ai, Model, Stats, Info, Sfx, Chemistry. These have their own scenes that get added to the entityNode. In the end there’s no need for such a helper function basically :D (at least yet)

      • mrsgreenpotato@discuss.tchncs.de
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        2 months ago

        Yes, aa long as you know what components are inside the Zombie scene, then you can export it. But the idea of being more flexible is that you shouldn’t need to update the Zombie class when you add a new component to it. E.g. You want the zombie to be “Bumpable” now (for some reason :)), then you should be able to just add the Bumpable node to your Zombie scene and that’s it. With your approach, you’d need to also reference and export it in the Zombie class first.