Wanted some opinions on ways to set up triggering “on-kill” effects. In short: The player can have abilities that trigger effects whenever they shoot and kill an enemy. I’m also looking to extend abilities to enemies as well, so can’t just hardcode a player reference.
Currently I’m doing it like this:
- Enemy signals that it died -> the bullet receives this and signals that it killed Enemy -> the player’s weapon receives this and signals that it’s bullet killed Enemy -> the player receives this and triggers it’s on-kill abilities.
It simultaneously feels like a good way to go about it but also a long mess. The other option I’ve considered is:
- Each bullet has a reference to it’s owner (eg. player). When an enemy dies to a bullet, it looks to the bullet’s owner reference and tells it to trigger it’s on-kill effects.
This way is a lot simpler to write, but is error prone eg. In cases where the bullet’s owner is killed while their attack is mid-air.
Thank you all!
Thanks for your input! The other commenters pointed out that I can use Godot’s
is_instance_valid()
function to check if the bullet’s owner exists before attempting to call anything on it, so will be reworking the system to use #2 + that.