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Is your feature request related to a problem? Please describe.
For a lot of games I have to know if there's an active dialog, so I can disable other interactions and character movement, a boolean that checks if there's an active timeline would be really useful.
Describe the solution you'd like
A bool in the DialogicGameHandler.gd file that we set to true in the start_timeline() function, then set it to false in end_timeline().
Describe alternatives you've considered
First I added this variable to my own Global script, then gave it a new value at the beginning and end of every Dialogic timeline using Dialogic's function calls, which was something I had to do in every timeline, so I gave up and modified the DialogicGameHandler script.
The text was updated successfully, but these errors were encountered:
Having a separate variable is a bit overkill, since, like cake said, you can already check the current timeline to see if there is a timeline being played.
Although, there might be merit to adding a convenience method like this to the game handler:
Is your feature request related to a problem? Please describe.
For a lot of games I have to know if there's an active dialog, so I can disable other interactions and character movement, a boolean that checks if there's an active timeline would be really useful.
Describe the solution you'd like
A bool in the DialogicGameHandler.gd file that we set to true in the start_timeline() function, then set it to false in end_timeline().
Describe alternatives you've considered
First I added this variable to my own Global script, then gave it a new value at the beginning and end of every Dialogic timeline using Dialogic's function calls, which was something I had to do in every timeline, so I gave up and modified the DialogicGameHandler script.
The text was updated successfully, but these errors were encountered: