Sorry after reading my post I realized it was too vague and unclear.
My casual game will have a 3d UI (no widgets) to stick with my theme.
I was wondering if it could be a good idea to use a Behavior Tree and CO to manage the composition, transitions and animations of my 3d UI interface. It would be responsible to animate the transitions between screens (actually removing in a nice way the 3d objects off the screen and showing the new ones for the new screen - might not be a problem if the Level is the same during the whole game as it is a little game).
The benefits I’m seeing, maybe wrongly, are :
- Confine the UI Navigation States and Transitions in the Behavior Tree & CO
- Execute multiple actions at the same time and switch to other tasks when they are all terminated without having to code that in a complex way (ie.checking if multiple timers ended)
- Less consuming in term of resources - Behavior trees are less resourceful as they aren’t refreshed every frames (which suits perfectly my needs)
- Avoid Blueprint complexity (spaghetti) like setting UI States based on the execution of multiple Animation Graphs and other timer completion checks… Behavior trees are graphically talkative.
- Will Behavior trees be really helpful for this specific application ?
– Quick ? will I gain time in doing so (I don’t master them at all and will have too - well, at least the basics to suite my needs)
– Useful ? will it be easy to add/remove animation effects on screen transitions to incorporate new objects for example ?
– Spaghetti ? will I really gain in readability or will I still eat Italian food ?
Thanks for your feedbacks
A draft of what it could be (really a draft)