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Asked By | Marco- |
In my project I have some guards that are supposed to patrol a certain path.
In their script they load the PatrolPath
node that is supposed to hold multiple or none Marker2D
s as children.
The guard scene itself does not hold the PatrolPath
because I want to manually add that one to every instance of the guard. Because I reference the node in the script I want to make sure the developer can clearly see why there is a problem when a guard does not have that extra PatrolPath
node. I want to show that by displaying a warning in the editor by using the @tool
mode and by using the _get_configuration_warnings
function.
Now I am wondering whether that is a bad habit and I should do this another way because the whole logic for my guard is also in that script that is a tool script now.
I hope it’s clear what I mean and thank you in advance Godot Community