ClydeDialogueConfig
Node to configure the Dialogue helper. Allow customising, dialogue bubbles, input options, etc.
Add this to the canvas used as HUD in your scene, as it will create the dialogue box for you.
Properties
Type | Method | Default |
---|---|---|
PackedScene | _dialogue_bubble | |
Node | _dialogue_bubble_container | |
String | _next_content_input_action_name | "ui_accept" |
String | _cancel_selection_input_action_name | "ui_cancel" |
String | _select_option_input_action_name | "ui_accept" |
String | _next_option_input_action_name | "ui_down" |
String | _previous_option_input_action_name | "ui_up" |
Methods
Return | Method |
---|---|
Dictionary | _load_dialogue_data(dialogue_path: String, block_name: String) |
void | _persist_dialogue_data(dialogue_path: String, block_name: String, dialogue_data: Dictionary) |
void | _on_external_variable_update(variable_name: String, value: Variant) |
Variant | _on_external_variable_fetch(variable_name: String) |
Property descriptions
The scene to be used as dialogue bubble
Where in the tree should dialogue bubbles be added to. If no Node selected this Node's parent will be used
Action name from Input Map to listen to go to next content
Action name from Input Map for when in selection mode, try to stop selection
Action name from Input Map to listen to select highlighted option
Action name from Input Map to listen to go to next option
Action name from Input Map to listen to go to previous option
Method descriptions
This method should be overriden
Should return any existing persistence object for the dialogue. Return empty if first run.
This method should be overriden
Called after a dialogue is finished. Should be used for persisting
dialogue data.
This method should be overriden
Called when an external variable is updated via dialogue (i.e. { set @hp = 100 }
)
This method should be used to update the external storage with the new value.
This method should be overriden
Called when an external variable is accessed in the dialogue (i.e. @is_alive
).
The value returned in this method will be used in the dialogue.