State callback questions

edited June 14 in BOLT Engine
I have a typical RPG equipment system where one character can equip different things for each part (head, body, arms, legs, and then +15 other parts). I have a CharacterState that has these as properties. I also set a callback using the IState.AddCallback function. I then use an event to update the CharacterState in each client.

I pass all the equipment information in a single event and then apply the event values to the CharacterState when they receive it. The CharacterState only calls the same callback no matter which property was changed.

My question is this: since I have around 20 different properties to update in the CharacterState, does that mean the callback is invoked for every property that was changed? Is there a way to make it so that it only gets called once per CharacterState?

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