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)