So, Im making an engine template for the store.
I want to make it as easy to understand as I can, so I try to divide funcionality blocks into groups, but to make it like that Im kind of forced to repeat some conditions that could be on the same event.
One of many examples: I have a group that manages the animation of a character and wich animation to display on any situtation; on it I have an on landed platform event to make the character perform a landing animation before going idle.
I also use the same on landed event to change the platform physics so the character handles differently on land than while he is airborne, but I want to put all that stuff on his own "Physics" group, hence the need of a repeated on landed event instead of doing all that stuff on the same one.
Yeah, I guess the performance hit would be pretty much non-existant or in any case negligible, but....I dont think is a good practice anyways.
Easier of understand code vs economy of events.....What do you guys think?