ESCDialogPlayer
Extends: Node
Description
Escoria dialog player
Constants Descriptions
DIALOG_TYPE_CHOOSE
const DIALOG_TYPE_CHOOSE: String = "choose"
DIALOG_TYPE_SAY
const DIALOG_TYPE_SAY: String = "say"
Used when specifying dialog types in various methods
Method Descriptions
enable_preserve_dialog_box
func enable_preserve_dialog_box() -> void
Instructs the dialog manager to preserve the next dialog box used by a say
command until a call to disable_preserve_dialog_box
is made.
This method should be idempotent, i.e. if called after the first time and
prior to disable_preserve_dialog_box
being called, the result should be the
same.
disable_preserve_dialog_box
func disable_preserve_dialog_box() -> void
Instructs the dialog manager to no longer preserve the currently-preserved
dialog box or to not preserve the next dialog box used by a say
command
(this is the default state).
This method should be idempotent, i.e. if called after the first time and
prior to enable_preserve_dialog_box
being called, the result should be the
same.
say
func say(character: String, type: String, text: String) -> void
Make a character say some text
Parameters
character: Character that is talking
type: UI to use for the dialog
text: Text to say
start_dialog_choices
func start_dialog_choices(dialog: ESCDialog, type: String = "simple")
Display a list of choices
Parameters
dialog: The dialog to start
type: The dialog chooser type to use (default: “simple”)
interrupt
func interrupt() -> void
Interrupt the currently running dialog
Signals
signal option_chosen(option): Emitted when an answer as chosem
Parameters
option: The dialog option that was chosen
signal say_finished(): Emitted when a say command finished