A nice example of creating a perpetuating loop.
Whenever a crate is destroyed, the Gamecontroller can be automatically updated.
func updateCrates()->void:
var totalCrates = 0
if crates:
for obj in crates.get_children():
if obj is Crate:
if not obj.tree_exited.is_connected(updateCrates):
obj.tree_exited.connect(updateCrates)
totalCrates +=1
Gamecontroller.crateTotal(totalCrates)
This is a function that calls itself when a crate leaves the display tree!
A nice example of creating a perpetuating loop.
Whenever a crate is destroyed, the Gamecontroller can be automatically updated.
```
func updateCrates()->void:
var totalCrates = 0
if crates:
for obj in crates.get_children():
if obj is Crate:
if not obj.tree_exited.is_connected(updateCrates):
obj.tree_exited.connect(updateCrates)
totalCrates +=1
Gamecontroller.crateTotal(totalCrates)
```
This is a function that calls itself when a crate leaves the display tree!
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A nice example of creating a perpetuating loop.
Whenever a crate is destroyed, the Gamecontroller can be automatically updated.
This is a function that calls itself when a crate leaves the display tree!