> People occasionally suggest something along the lines of "associate events with a single instance", but it's not clear what that would actually do. Would the events run differently? If so, how exactly? If not, what's the point?
Let me explain. If you've ever used Unity or gamemaker or godot. Their operation logic is by binding the script to a single obj. As WackyToaster said, it looks like the [behavior] being used in C3. Doing so avoids filtering and makes more complex operations on the Obj. You can clone a new OBJ and continue to modify the events bound to it, and you can see the changes more clearly. In C3, you will filter out the OBJ, you want to change through a number of conditions, and to do so, you only need to directly modify the code bound to the Obj itself.
You asked about the difference between an event table in an event table and an event table bound in a separate obj.
I will use a practical example to illustrate the difference.
If there are 10 instance A. Common event: they play music when they are clicked.
Three of them disappear after being clicked, the other three change the animation after being clicked, and the remaining four change color after being clicked.
You can do this in the current event list:
1. Click on instance A and play the music.
2。. Through different uid or setting its own variables to filter out different instance A.
3. Then do different operations for the [filtered] InstanceA,
You can do this when you can bind an event table to a separate obj:
1. Create a Instance A.
2。. Bind him to an event and set the click to play music.
3. Copying or cloning 10 instance A (cloned Instance also has a bound event table, and all clicks will also play music).
4. Click on the instanceA event list that needs to be changed to modify it, such as disappearing after clicking, or changing the animation, changing the color, and so on.
There is no need to filter directly to the obj that you want to modify directly by clicking on the event table under their obj, affecting only the bound obj. The event table under the obj itself should be valid only for itself.
You might say that this will be modified many times, that each obj that needs to be modified will be modified, and that the total event table can be filtered once.
However, you can just modify what needs to be modified and then clone it. It should be that the event table that is bound is also brought with you after the clone.
Or you can do the common events with a common event table. And the different events can be added to a separate obj..