'didSafeExit' not set to true on hitting '-> END' #759
Unanswered
oiuytrewqp
asked this question in
Game integration help
Replies: 1 comment
-
I worked around this by creating new variables to indicate if text and options are available, which gets set with 'hasText = !String.IsNullOrEmpty(text)' and 'hasOptions = Data.story.currentChoices.Count > 0'. |
Beta Was this translation helpful? Give feedback.
0 replies
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
-
Im still learning Ink, though it appears the 'didSafeExit' is not set to true when '-> END' is hit.
Im using the current 'ink-engine-runtime' in Godot and am trying to use Ink to handle and track events and NPC interactions within a RPG game. At the moment Im stuck on the first auto loaded 'opening'.
In the beginning I check 'VisitCountAtPathString' on my 'opening', and if it has no visits then I 'ChoosePathString' to it.
Separately, every frame I check if 'canContinue'. This switches control from the character to Ink. If 'canContinue' I print out the text and possible options (I have a bug where options require text to show, but I can handle that later). The player can click and option that will 'ChooseChoiceIndex'.
This all works fine, at least for the 'opening', however to know when to switch control back from Ink to the character Im wanting to poll 'didSafeExit'... which doesnt seem to be set to true. Im wanting to know when '-> END' has been reached.
Am I tackling this correctly? Any suggestions / corrections?
Beta Was this translation helpful? Give feedback.
All reactions