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Asked By | ACatThatPrograms |
I’m having a really odd issue with a singleton set-up for storing some data…Appreciate any help
I have a function called use_food()
being called from a connect signal, but when it runs it doesn’t update the global variables in this file.
use_food()
uses sent item data and sends a custom parsing code to a text parser, and at parsing [item_heal]
the signal for item_heal()
is connected to this singleton and triggered.
Basically the idea is to set up the recovery globally in this file to wait on the signal from the dialogue to then heal the player, but the global vars aren’t being updated. The to_rec
vars are to hold the calculated values that will be used to modify player hp/pp
The text box will wait at [wait] before the [item_heal]
but as soon as I press the continue key and item_heal is called, it prints that those vars are still null and 0
if I run set_up_heal_target("player", 5, 5)
in delta time on the singleton it updates, it just seems not to update in this specific sequence.
I’m not sure of the inner machination of godot but I am not pausing updates or using any internal loops other than delta while waiting to press continue, so I don’t understand why this variable isn’t being updated by the function set_up_heal_target()
inside use_food()
Keep in mind even after the code has run past that frame these vars will not update, so I also don’t think it is a timing issue of executed code.
Here’s the snippet for the item_heal parsing code:
ITEM_HEAL: #This is called when [item_heal] is parsed
connect("item_heal", item, "item_heal", [], 4)
emit_signal("item_heal")
Here’s the code snippet of the singleton ‘item’:
[wait] pauses parsing but does not halt frames, so this should not be an inner loop issue
I filled out a few more comments to nullify any common question that may pop up
var hp_to_rec = 0
var pp_to_rec = 0
var heal_target = "Null"
func use_food(item, user, target, calling_entity):
## Directly editing hp_to_rec here also will not update
calling_entity.switch_state("inactive") ## Switches focus away from item_menu to text_box
if game_data.party_size == 1: ## This is true and this code runs ##
var hp_rec = 0 ## Local vars for holding data before updating globally...
var pp_rec = 0 ## I have changed these to global vars and experienced the same issues
... ### CALCULATE hp_rec, pp_rec ### ...
set_up_heal_target(target, hp_rec, pp_rec) ## Everything passed as an argument successfully
## Wait in this command is where parse pausing happens until continue is pressed
var command = "%s ate the %s. [sfx] [0] [wait] [break] [item_heal] %s recovered %s HP.
[sfx] [1] [wait] [end]" % [user.character_name, item.DATA["NAME"], user.character_name,
hp_rec]
text_box.connect("text_done", text_box, "_text_done_close_caller", [calling_entity], 4)
text_box.load_command(command)
text_box.read_command()
else:
print("Code item-target select") ## This is for party targeting, didn't get that far yet
func set_up_heal_target(target, hp, pp):
# I can print here and all arguments will print correctly #
## These will not update globals when called from within item_use()
heal_target = target
hp_to_rec = hp
pp_to_rec = pp
## print(heal_target, hp_to_rec, pp_to_rec) will print correctly here, like they are local
func item_heal():
## This line prints non-updated globals
print("ITEM HEAL CALLED :", heal_target, hp_to_rec, pp_to_rec)
Edits for formatting and other findings.
My main thought is that maybe global variables are passed into function on call, meaning use_food
gets called and is passed the global functions pre-update, within this function set_up_heal
is called and updates them, but also within this function is where the call to item_heal
is being made.
However item_heal
being an outer function to use_item()
, I would be under the guise that it would receive updates to global variables immediately on calling it, and it’s positioning within other functions shouldn’t affect its ability to perceive change to global vars.