AcceptInputCommand

Extends: ESCBaseCommand

Description

accept_input([type: String])

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).

Parameters

Name

Type

Description

Required?

type

String

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) 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!

no

Constants

SUPPORTED_INPUT_TYPES

const SUPPORTED_INPUT_TYPES = ["ALL", "NONE", "SKIP"]

The list of supported input types

Methods


configure

func configure() -> ESCCommandArgumentDescriptor

The descriptor of the arguments of this command.

Parameters

None.

Returns

Returns the descriptor of the arguments of this command. The argument descriptor for this command. (ESCCommandArgumentDescriptor)


validate

func validate(arguments: Array) -> Variant

Validates whether the given arguments match the command descriptor.

Parameters

Name

Type

Description

Required?

arguments

Array

The arguments to validate.

yes

Returns

Returns True if the arguments are valid, false otherwise. (bool)


run

func run(command_params: Array) -> int

Runs the command.

Parameters

Name

Type

Description

Required?

command_params

Array

The parameters for the command.

yes

Returns

Returns the execution result code. (int)


interrupt

func interrupt() -> void

Function called when the command is interrupted.

Parameters

None.

Returns

Returns nothing.