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Hello - You are probably referring to this code? https://github.com/bitbrain/godot-tutorials/blob/464a0d7bae41967fa4bd20837665df1a21488a22/behaviour-tree/demo/ai/actions/OakTreeAction.gd#L12
I remember writing this code to "make it work" and there is no advantage in doing it this way. Surely, there must be even more efficient ways to do these sorts of checks. |
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In the demo project I see that the signal is checked then connect, disconnect every frame. Can you explain why you end up with this approach? Also have you consider having an internal function to initialize, connect all the needed signals for BeehaveNode class? Something like ready(actor, blackboard) that is called from the root down similar to tick but only once.
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