Componet Value Add
Is your feature request related to a problem? Please describe.
I notice we don't have a simple componet that can operate as a Add or ++ that is able to go from 0 - XX and have an option to increase or Loop back to zero.
Describe the solution you'd like
I would like to see a component that can handle this which would save more time with designing some weapons/features for enemies to simplify a list of flux. The Format would look like Name: of the componet - in transform (type field) Value Min - Max Setting to preset to loop or increase. reset button.
Describe alternatives you've considered
I know of the Add or ++ component but it take up too much nodes to setup a simple condition for serval uses of a condition.
Additional Context
No response
Requesters
No response
Does https://wiki.resonite.com/Component:ButtonValueShift not fill your requirements? It's a button event receiver and allows shifting a numeric value by a delta on button press (Setting it to shift by 1 or -1 is basically ++ and -- respectively).
It also supports min, max and wrapping around, which seems to be exactly what you're asking for.
The problem with this being a component as I think I'm understanding it is would this be running every frame? Would you want a thing you have to call to loop through the numbers? I think the simple node network of adding one to a value, performing the modulus on it, and then writing that back to the source value store is a pretty diminutive group.
If the goal is continuously iterating through a range of (integer) values over time you could perhaps use https://wiki.resonite.com/Component:TimeIntDriver
I need something very specific. Which has nothing to do with buttons. It would be more simple like a ValueMatchShift if it exist. Bool event were player would fire an event which would fire a state from T/F which is why i need a specific Componet to handle a Basic Cycle on a Y or N condition, Which on that event increase a value from a min to a max or vise versa or loop at a set value.
There are multiple protoflux nodes and components that when combined can achieve this outcome.
Due to this I am not certain that this is something we would prioritize over improvements in other areas
I need something very specific.
In that case you should probably use ProtoFlux. That's what it was designed for! It's a generic and powerful solution to pretty much every specific problem. Components are usually very general, so a component for something very specific is probably not going to get added.
Is there a reason why you just don't use ProtoFlux for this? It's designed specifically for stuff like this - elementary building blocks, so you structure the elementary operations any way you want.
The problem with components like this is that we essentially just either end up recreating ProtoFlux, but worse, or they end up being designed for specific needs, which kinda "pollutes" the system and we will end up needing several components that do slightly different versions of the same thing.
The main reason for avoiding protoflux is i would have to re-use the same instant of the flux nodes for serval situation roughly 43 that would just add up and leave Clutter in my project that would cause more headaches to change or even re-do if anything were to be added or improved on a later date and time. And that time could be focus on improving my modeling, Designing. and last Application Design/Function outside of resonite.
This component node that would simplify the work flow with Multiplex and a BooleanSwitcher. which would just need to plugin to the Protoflux.
It mainly for just creating Cool and fun functions to guns, Pets, Swords, Weapons and systems in general that would help. And a lot of users would find it useful that works on similar in design animations for resonite.