SwappableState #42
Labels
No labels
bug
documentation
duplicate
enhancement
good first issue
help wanted
invalid
question
wontfix
No milestone
No project
No assignees
2 participants
Notifications
Due date
No due date set.
Dependencies
No dependencies set.
Reference: profectus/Profectus#42
Loading…
Add table
Reference in a new issue
No description provided.
Delete branch "%!s()"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
Basically a more automagic version of what advent did for mastery. It should take a list of objects that will be recursively searched for persistent values from, and will swap it all out. Care will have to be taken that it is given non-proxied objects. (layer objects or objects in player should work)
@escapee What did you do for abyss challenges? Could that perhaps be separated out into a reusable feature?
Not fully separable, although chunks of it could be - the way I made that work was to have a
swapData
object in my abyss layer, with two utility functions to assist with generating and swapping the values. A lot of the time it could just be a simple use of duplicating save data withclonePersistentData()
then swapping it whenever withswapPersistentData()
, but there wasn't any good way to exclude specific values from that process.A good bit of manual work to create and use the data copies, no way I can tell to make it as simple as any other feature, but including those as utility functions for anyone who wants to keep their challenges from resetting the standard route's data would be fine by me