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RB's built-in AvoidanceManager lets us draw custom avoids but expects us to manage their lifetimes ourselves. After drawing an avoid and getting its AvoidInfo, an Avoid will be created by AvoidanceManager whenever canRun is true and destroyed when false. The struggle is the AvoidInfos will never be destroyed, which is cool if you want that AOE to recur but can unexpectedly stack up AvoidInfos for the same purpose -- they even persist through stop/start!
We need a lifetime manager to sanely clean up the AvoidInfos we draw manually. AvoidanceManager.Remove(AvoidInfo) and .RemoveAll(AvoidInfo => bool) are relevant here. This will probably tie into our AvoidanceHelpers as part of a larger avoidance system abstraction.
Other Information
This issue is a feature request, not a bug or question.
RebornBuddy and all add-ons have been updated to latest.
No identifying information (e.g., character name) is being submitted.
The text was updated successfully, but these errors were encountered:
Game Version
Global
Feature Description
RB's built-in
AvoidanceManager
lets us draw custom avoids but expects us to manage their lifetimes ourselves. After drawing an avoid and getting itsAvoidInfo
, anAvoid
will be created byAvoidanceManager
whenevercanRun
istrue
and destroyed whenfalse
. The struggle is theAvoidInfo
s will never be destroyed, which is cool if you want that AOE to recur but can unexpectedly stack upAvoidInfos
for the same purpose -- they even persist through stop/start!We need a lifetime manager to sanely clean up the
AvoidInfo
s we draw manually.AvoidanceManager.Remove(AvoidInfo)
and.RemoveAll(AvoidInfo => bool)
are relevant here. This will probably tie into our AvoidanceHelpers as part of a larger avoidance system abstraction.Other Information
The text was updated successfully, but these errors were encountered: