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DoubleDeez avatar DoubleDeez commented on August 15, 2024

Yeah I was thinking we could use a config file instead of all the virtual methods, but the nice thing about the methods is they allow logic so I was torn on it. Maybe we can think of a way to allow both?

First if the method is overridden it should use the override, otherwise if the value exists in a config file it should use that, otherwise it should use whatever default is in the framework code.

I think moving UseSceneBuffer() to the GameInstance is a good idea. Also adding the path as an argument is good too, it would just be ignore by default.

https://docs.godotengine.org/en/3.2/classes/class_configfile.html

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Beider avatar Beider commented on August 15, 2024

The solution to this issue will be as follows:

  • Implement a static class MDConfiguration that reads a config file.
  • This MDConfiguration should contain all the default settings currently in the virtual methods, if the setting is not found in the config file it should use that.
  • Replace the content of the current virtual methods with a call to MDConfiguration to get the value.

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Beider avatar Beider commented on August 15, 2024

Please fix #57 in the scope of this issue as well as they are related.

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