Reply To: Reflected nodes that should act as events?

FlowCanvas Forums Support Reflected nodes that should act as events? Reply To: Reflected nodes that should act as events?

#1135
swiftillusion
Participant

I again appreciate your response, and sincerely appreciate the time and effort you clearly put into it,
however you are ignoring the subject of my question and dismissing my ability to judge what I can/can’t do myself.
If everyone had equal ability to do anything the term ‘genius’ wouldn’t exist.
I’ve attempted programming heavily for consecutive months, multiple times in the past with C/C++ and consistently reached a point early where I could no longer keep up with what I needed to know, infinitely before anything required for game development, however I’m able to understand the flow enough to build games with visual programming.
And that’s without commenting on the vast difference in development time between visual programming/programming nor the tools required.
I’ve had to explain this to 95% of the people responding to me when I ask questions.

Regrettably the effort you put into the code above neither helps me get closer to understanding what I need to do to be able to access the events of assets I’m using and I’m only barely able to even guess what you’ve written results in, with things like completely not understanding “IUnit” after searching for it and barely even finding mention of it let alone an explanation.
However I’d rather not have this topic drift further off topic so I’m not wishing to ask what that is here.

I reiterate please, I’d like to know if there’s any method to tap into other assets beyond just adding every type associated with them via the ‘Preferred types editor’ in a way that lets me have reactive events like how I can see them being used in their tutorials.
Or is their no method for this and flowcanvas can only ever access non-event functionality without programming each individually?