Storing object handles in EntityName - bad idea?
Blitz3D Forums/Blitz3D Beginners Area/Storing object handles in EntityName - bad idea?
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This works, but is it a bad idea?nameentity(u\entity, "unit" + handle(u)) ;;; mouseover_entity = camerapick(global_camera, mousex(), mousey()) if mouseover_entity then mouseover_entity_name = entityname(mouseover_entity) if left$(mouseover_entity_name, 4) = "unit" then u.unit_type = object.unit_type(right$(mouseover_entity_name, len(mouseover_entity_name) - 4))I feel dirty. |
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Not at all (as in not a bad idea). When doing camera picks you need some way to refference an arbitrary number of objects. I have done this in the past with editors and never felt guilty about it. Sometimes you just need to do what you have to with the tools at your disposal. |
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I agree, it's a nice method. The only problem is, you need to load your map with LoadAnimMesh. This way you will have to handle your Map no longer as a single Mesh, but recursively as a hierarchy of entities (see code archives: how to use EntityAlpha with animated meshes). |