I want to make specific flow scripts. For example specific “Quest Script” or “Player Ability Script” and I want some limited API to be available there so that game-designers were not lost in the forest of possibilities.
Unfortunately right now there is no ability to limit the possible options shown other than using the Preferred Types Editor. The types in the list of the Preferred Types editor are a way of limiting possible options (members declared in those types), but I presume you mean something even more restrictive? If so, do you have any suggestions on how would this work (front-end wise)?
Categorizing reflection-based functions or types alogether will require manually deciding and creating some kind of a “map” to categorize them. In CryEngine these categorizations are probably made by namespace, however in Uniy most types are simply in UnityEngine namespace and without any further sub-namespaces, but I will try to think of something in this regard. 🙂
Yes that is also possible. It could also be done via some inspector per-graph without the need to derive FlowGraph. 🙂 However, the question still remains on what/how the filter should work? Would it be per Type (including all its members like existing Preferred Types), or per Member (which would of course require a really heavy time on setup and I think is very cumbersome). 🙂