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Why are transitions internally stored as a key pair table rather than an array? #18

@LeehamsonThe3rd

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@LeehamsonThe3rd

This decision doesn't make very much sense to me and it also makes having transitions which should be executed in a specific order less obvious. In my game, I have a system where if a player gets ragdolled and they need to get up they can hold the block key to preemptively block as soon as the players ragdoll state expires. However, I have another state transition which sets the player state to a getting up state. I want to check if the player is blocking first before trying to make the player get up. However, when transitions are assigned a random identifier the key pair table in which they're stored in will automatically sort itself by alphabet effectively making the decision of whether to check for the player blocking or getting up random. I love this project and it's very useful for me, but the decision to me seems very irrational as to my knowledge making it a key pair table seems completely arbitrary. I have thought of ways to fix this in my own case, but I just don't really want other people to get stuck on this.

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