Thank you for your quick and kind reply!
The information you gave me was helpful.
It’s good to know how to operate locally without creating an EventChannel asset
I agree that using EventChannel settings is powerful.
I think it’s similar to the event channel method using ScriptableObject. (Maybe the same)
However, in my case, there was a problem that the cost of management increased as SO asset began to increase.
As the size of the game grew, the number of event channel SOs almost increased to hundreds of thousands.
So I wanted a way to use Script or get called in a local way.
I think it works well.
But there are some unresolved issues.
Q1) so… is this not recommand way?
It seems to trigger well
Is there an unexpected problem with using it like this?
Q2) ReTrigger still results differently than intended
Here is the process I tried following the advice
Yes. It triggers well.
But the result is a little strange.
Results of the first try
1
2
3
4 // after 3 sec
Results of the second try
1
2
3
4
4
4 // after 3sec
why result is different??
I found out while testing.
Regardless of how the Start trigger works, if i re-enter, i have the same symptoms
The same thing happens when i use OnStart + Repeat.
Why is the result different from the second Repeat?
I think maybe…
From the second Repeat, “Wait For All” doesn’t seem to be working properly.
According to the document
“It can’t restart until the child’s subgraph has ended.”
Do I have to explicitly ended the subgraph?
But that’s strange to say.
Doesn’t Repeat happen because the graph is finished?