Thank you very much! Nice video! Looks like a good workaround for that issue, but let's hope that Godot comes with a quality-of-life-improvement here in the future :-)
I think is intended by design. Arrays and Dictionaries tend to be the solution for anything complex in Godot. That said, the CharacterBody node types do have built-in functions like is_on_floor/wall/ceiling, so a special Area-like node type with built in constant monitoring and array could happen.
Why is the dictionary inside the player script and not each area script? Not that I've given it much thought on how to implement it, but fundamentally it feels like the area should be responsible for tracking the bodies inside of it and applying its effects.
Awesomely explained, thanks.
Thank you very much! Nice video! Looks like a good workaround for that issue, but let's hope that Godot comes with a quality-of-life-improvement here in the future :-)
I think is intended by design. Arrays and Dictionaries tend to be the solution for anything complex in Godot. That said, the CharacterBody node types do have built-in functions like is_on_floor/wall/ceiling, so a special Area-like node type with built in constant monitoring and array could happen.
Why is the dictionary inside the player script and not each area script? Not that I've given it much thought on how to implement it, but fundamentally it feels like the area should be responsible for tracking the bodies inside of it and applying its effects.