Edit the graph during play and watch values and flow run through it
The graph was only locked by five edit-mode guards in GraphCanvas. The running game reads the graph by reference each frame, so a new node, edge, changed value, disconnect or undo takes effect from the next frame. Stop discards these edits like everything else changed in play. A new On start node does not fire for a behavior that has already started. During play every data output shows the value it last produced, in the highlight colour and refreshed ten times a second. Values are kept per graph, because node ids are only unique within one; with several instances the most recent value wins. The Variables node reads the live variable bag, so only its own outputs are kept, as a snapshot. Each time an exec edge fires, a bead runs along it in 0.3 s, at most one every 0.15 s per edge, following the same curve the edge is drawn with. Beads run on game time and freeze while paused; the game logic is unchanged. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
1 parent
495756b500
commit
656d61f187
17 files changed
+542
-37
No files matched your search
@@ -25,7 +25,7 @@ export class GraphEditor extends AssetTabEditor<BehaviorAsset, GraphCanvas> {
|
||||
this.breadcrumb,
|
||||
);
|
||||
this.canvas.onOpenBehavior = (id) => this.open(id, descend(this.trail, this.currentAssetId, id));
|
||||
// Edits made while playing would be thrown away with the run.
|
||||
// Play swaps in the runtime copy of the project, and back.
|
||||
state.on('mode', () => this.refresh());
|
||||
}
|
||||
|
||||
@@ -69,7 +69,6 @@ export class GraphEditor extends AssetTabEditor<BehaviorAsset, GraphCanvas> {
|
||||
}
|
||||
|
||||
protected override syncExtras(asset: BehaviorAsset | null): void {
|
||||
const editable = Boolean(asset) && this.state.mode === 'edit';
|
||||
this.snapBox.setEnabled(editable);
|
||||
this.snapBox.setEnabled(Boolean(asset));
|
||||
}
|
||||
}
|
||||
Reference in new issue
Block a user