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behave-flow's Introduction

Hi, i'm Stuart. Most of what you'll find on here are my personal game dev related projects.

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behave-flow's Issues

don't use exported spec file

in reality, this UI could be used with a graph which has custom nodes, so the spec file in the library will not cover them, we need to use the graphRegistry to generate the spec object (using writeNodeSpecsToJSON)

If a "flow" socket's name isn't "flow" we should show the name, helps with For Loops.

If there is more than one flow socket on import or output, we should display the names.

For example with For Loop here, the first flow output is "loopBody" which fires each time there is an iteration and then there is a second flow output "completed" flow socket that fires once the for loop is complete.

Right now usability is impairs because there are no labels, see here:

Screenshot 2022-10-10 at 7 33 13 PM

Allow for nodes to be different colours.

In UE Blueprints nodes with different purposes have different colours. We should likely support the same. I think you can not completely infer the purpose so instead we should just allow for nodes to either assign themselves colors or assign themselves roles which map onto colors.

Allow for tracing of execution - using NodeEvaluationEvent

I've written a means of listening to the execution flow via GraphEvaluator.onNodeEvaluation. It fires off NodeEvaluationEvents which you can then use to highlight nodes in the graph.

I think that maybe this should be paired with a "step" advance function rather than execute to end or something like this? Like a step-debugger?

Give focus to search text field when new node menu appears

Usually when the menu is triggered, I try to type right away assuming the search text box has focus. It doesn't though. So then I have to do a second click. Would be nice to optimize this workflow by focusing the text box right away if the menu opens.

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