Instance signals; IME/translation updates; Bug fixes.
Basically you decouple the event sender from the event receiver.
So instead of using this line:
On Player Created -> Call Enemy Jump Action
You instead do:
On Player Created -> Send Signal named "PlayerCreated"
On Signal "PlayerCreated" -> Call Enemy Jump Action
This is useful because now the player doesn't care about the enemy and vice versa. Each one of them can use its own event sheet and logic. Unlike the first example, which if you delete Enemy, or move the Player code to a project that doesn't have Enemy, the code will break (because Player and Enemy are dependent on each other).
The event-based game architecture is well-known in the industry, and you will find lots of videos about it.
"The event-based game architecture is well-known in the industry, and you will find lots of videos about it."
Can i find the doc about this? thank you so much
I don't know if there is a doc or not, but this is how C3 actually works
(you can think of events as signals sent for you by the engine).
You can check youtube for more details
youtube.com/watch