Fix #175: Add Ghost Collidable check (& some properties) - #177
Fix #175: Add Ghost Collidable check (& some properties)#177unknownersamli wants to merge 3 commits into
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To be clear, only the changes that set
Actually, I see now that it does indeed get set in Should it be instead of to honor the cooldown? I imagine it should be the inverse of the first check in Though I am also inclined to say I don't like how the boolean there with the local variable is three levels of "nested" conditionals, by including Grabable which includes MutualInteractable... If this would solve all the issues that arise from Ghosts being Actors though, that'd be cool. |
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Okay, so reading through this again, and looking around a bit how the Holdable gets handled and how Collidable gets set around that... here's my thoughts now. Before these changes,
So essentially, Ghost were always Collidable unless being carried by player. And your logic of setting this on every essentially just tries to stay in line with what Meanwhile
==> My thinking now is this:
At least by my understanding this makes sense, we're trying to cover these cases:
And additionally I also would like it if all the checks about if
My only remaining question is, does Ghost need to be Collidable at all? Or because of the Holdable can it still be picked up even if the Ghost actor entity itself isn't collidable... I'd have to check but I'm guessing it could, maybe. Edit / PS: |
didnt change too much, else I'm not sure something will go bad
I think if the Ghost can interacting with you, then it can change how the map working