this post was submitted on 14 Mar 2024
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I tend to prefer the latter, but I totally get that feeling where signals seem like they "should" be better. I just find in practice that references are a little easier to work with in some cases.
You can easily solve the owner dying issue by just using
is_instance_valid()
before attempting to call anything on the owner reference.That said, you can probably simplify your signal code if you connected the bullet
killed_enemy
signal directly to the player's on-hit handler. It seems like the weapon on-kill handler is redundant? But I don't know the details of your implementation, I just know that there's often ways to simplify chains like this.I find that signals are great in some use cases, and less good in other use cases.
The longer I'm using the signal chain the more I'm wanting to rework it to just be a reference lol. Good point with checking if the instance is valid, if any other errors come up I could just patch around them in a similar fashion.
Ah I see what you mean, killed_enemy(enemy-object) signals directly to the player which can then pass that enemy to it's abilities if needed. You're correct that the weapon signal is mostly redundant, it was just the easiest node to connect to the bullet's signals, as it's responsible for spawning them.
I think I'll change the whole system to just use a reference. Thanks for your input!