Call doesn’t work. I initially pulled the reference from the variable list, but it never fires.
It’s accessing none, which assumable means my reference is empty in the variable list.
So maybe I cast? But casting for every object section of floor and everything else feels a lot.
Surely this cant be the way. I don’t even know what Itd like as the wild card.
This print never fires due to the issues prior assumable.
Im a bit stuck with it. Itd like to learn how spawners work and have a basic game based around them.
Something like this? This can be simplified further, or made more convoluted. Technically, you do not need an extra dispatcher. You can bind directly to the existing one the collision volume has.
@ClockworkOcean didn’t you recently post a system that takes all directions into account?
So dispatcher actually worked backwards for this situation to what I thought.
The dispatcher is actually in the object itself, which allows the call to be self.
The reference for the bind to work is in spawner when it’s created, allowing the bind to happen.
That’s pretty sick.
I’m trying to translate it through to my application. My character doesn’t actually move. The world moves around them.
So I’ve got my floor with interp to movement component sliding the floor past the character while they are constraint on an axis.
Which leaves me with either an Infinite loop error or it glitches out creating 8 boxes before crashing after accessing none.
Floor classes should inherit from the same parent class that has the dispatcher. That’s providing each floor has actual unique functionality rather than just a different mesh / transform.