Comments (5)
it can be done but currently the editor is already full with stuff, adding more panel to change the color is make the usability harder. in my small monitor it can barely fit it all. if you want to change it you can edit the scene in res://addons/btree/Editor/ folder. just change the self_modulate color for each node to someting you like.
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Please elaborate more.
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usage example.
Maybe we can add a shortcut to invoke a color setting panel or put it on the inspector panel when we select a node on BTree editor. And then we can change the background color of each BT node. you can customize each of them or quick select one color from a preset set.(maybe we can reuse the color picker part of godot).
I don't know the detail of current implementation. Is it possible to implement similar feature?
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Could you maybe make a set of shortcuts for primary colors,like red,yellow,blue,green,purple,orange,cyan? Just something to keep nodes visually different.
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Or maybe like shortcut for R number set, for G and B.So that you input color values from Godot swatch,does not have to be in the Editor itself
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Related Issues (20)
- Redo does not work HOT 2
- GOAP integration HOT 11
- Add option for Search Node Next and Search Node Previous HOT 7
- Using variables as parameters of a task. HOT 1
- add an "init" callback for a task node. HOT 5
- Script Error HOT 3
- smaller width of decorator nodes to review deep tree easily
- support "Succeeder" Node HOT 2
- is_init() hasn't been re-called if disable and enable a tree at runtime HOT 3
- Thanks for the addon :D HOT 2
- Feature request, label for decorators. HOT 5
- Missing documentation HOT 3
- rename task.failed to task.fail HOT 1
- Swapping tabs in editor clears nodes that were added on a different tab
- Hard to connect nodes HOT 1
- Priority Condition param turns from Number to Text HOT 9
- Invalid call. Nonexistent function 'write' in base 'Control (client_debugger.gd)'. HOT 3
- Invalid range checking causes unreachable code in runtime.gd HOT 1
- Update for Godot 4.x HOT 5
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