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Dialog
Carenalga edited this page Nov 28, 2022
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Each dialog tree you create will have its own script file (based on DialogTemplate.gd). This is created with the name you give the dialog in the Create dialog popup prefixed by Dialog: E.g. DialogChatWithGlottis.gd, DialogQuestionare.gd.
- on_start() void
Use it to trigger something you want to happen before the dialog options appear.
IMPORTANT: You must always use a yield.
func start() -> void:
yield(E.run([
C.walk_to_clicked(),
C.face_clicked(),
"Player: What's going down, clown?",
'Clown: Hey, back off, Suit',
"Clown: I'm practicing",
]), 'completed')
.start()
-
option_selected( PopochiuDialogOption
opt
) void
Called when a dialog option is clicked. The id
property in opt
can be used to check which was the option selected.
func option_selected(opt: PopochiuDialogOption) -> void:
match opt.id:
case 'Opt1':
yield(E.run([
'Player: Practicing what?',
'Clown: Wringing your neck, what does it look like?'
]))
opt.visible = false
options[3].visible = true
case 'The Second One':
yield(E.run([
'Player: Can I walk through your tent?',
'Clown: No! Do I look like a turnstile to you?'
]))
opt.visible = false
case 'Exit':
yield(E.run([
'Player: I have to go.',
'Clown: Thankfully.',
]))
D.emit_signal('dialog_finished') # Exit the dialog
return
_show_options() # Keep in the dialog and show the list of options again.