Extends: ESCBaseCommand < Node
Sets how much input the game is to accept. This allows for cut scenes in which dialogue can be skipped (if [type] is set to SKIP), and ones where it can’t (if [type] is set to NONE).
type: Type of inputs to accept (ALL)
ALL: Accept all types of user input
SKIP: Accept skipping dialogues but nothing else
NONE: Deny all inputs (including opening menus)
NONE also disable autosaves.
Warning: The type of user input accepted will persist even after the current event has ended. Remember to reset the input type at the end of cut-scenes!
func configure() -> ESCCommandArgumentDescriptor
Return the descriptor of the arguments of this command
func validate(arguments: Array)
Validate whether the given arguments match the command descriptor
func run(command_params: Array) -> int
Run the command
Function called when the command is interrupted.