I’ve created a project that has a “Character” resource, which my “Actor” node has and references. The “Actor” should change the sprite’s texture when the “Character” resource changes their current texture property. It also has an activate property that should be set to true when the character is talking, and off when it isn’t.
I’ve tried a few ways of doing this, and I’ve settled on the idea that the “Character” resource is the resource that is changing, but the “Actor” scene reflects these changes. Essentially the “Character” resource is piloting the “Character” mecha. This makes sense to me, as it allows me to access and change the character from an interactive story handler (Ink, for those wondering) without having to tell the “Actor” what to do inside of the story, and instead changing the character.
Here’s my question - Should I only use the “emit_changed” method when a property of the object changes, connecting to a generic “update” method that updates all the properties of Actor whenever the resource has a property that updates? Or should I have a separate signal for the current_texture and talking properties, each one connecting to a specific update method, like “update_current_texture” and “update_talking”?
Argument for just using emit_changed - Easier to program, only have one update method that I can edit if there’s anything else I want to add.
Argument for specific functions - Seems less wasteful, especially if I’m making multiple changes per frame.
Is anyone aware of any issues I may come across if I don’t use the emit_changed method?