Hello, there is list of our gui using expierence and some suggestions:
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Now: Changing parent of node in editor or in game changing this node positions.
We changed parent at runtime, and it changed node’s position (unexpected for us). In editor it will be more comfortable, when changing parent nodes, dont drag nodes to their place back. -
For now there is 2 methods for get position: gui.get_position() and gui.get_screen_position().
We want to have ability in one method get position on scene (sum of all positions node and his parents) -
For now gui.is_enabled() return if enabled node itself.
We want to have ability calc enabled state of node in hierarchy with one method . If one of node’s parents is disabled - node disabled. gui.is_enabled_in_hierarchy() for example.
issue here that node is not rendered, because its parent is disabled, but gui.is_enabled returns true. In is_enabled description it pointed that disabled nodes are not rendered nor animated. -
I have some discomfort with gui.clone_tree() when clonning gui templates. I got the table of nodes with names: [template_name/node_name]. Is there a way to get names without template_name prefix?
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We want to hide nodes in gui editor (already anounced this). And want to set start enabled/disabled state (+100 to comfort gui work) of gui nodes
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It will be nice to have ability to reset template gui state (reset all properties), but probably this feature double the node size?
This is just our questions/suggestions. If you feel some (or all) of them are unreasonable, please explain why.
Have a good day © Family Age Team <3