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SignalsSignals are Message presets that can be attached to entities. These can be configured in the level editor, or they can be attached through scripting. When the appropriate moment comes, the entity will fire off the signal, which in turn will send off the preset message. Signals are named so as to be confusing to Godot users. Similar frameworks call these the entity input/output system. Key conceptsSignal typeEach signal has a type. This type determines what kind of action cause the signal to fire. Any entity can fire off any signal type for any action, but to keep it consistent we have described some signal types. Signal firingWhen the appropriate moment comes, the entity fires off the signal. This causes the signal table to look up all message presets associated with the fired signal type. The signal table will then send off all of the relevant message presets. While signal message presets can have a value attached to them to be sent as the attached data, during firing the entity can choose to replace the data with something other than what the preset contains. Signal tableContains all of the signals that are defined for a certain entity. Can be edited in the level editor. On disk each entity's signals are stored in the Worldcell file. Signal types
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