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Current_timeline sometimes not set to null upon timeline completion when input action overlaps with advancing input action #2477

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twisteddragons opened this issue Nov 13, 2024 · 0 comments
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Bug 🐞 Something isn't working Needs testing More feedback/testing would be good

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@twisteddragons
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The problem

Describe the bug
Sometimes, when closing the final text box of a timeline using the same input which starts the timeline, Dialogic.current_timeline is not set back to null. (Or maybe briefly set to null then back to the timeline)

To Reproduce
Steps to reproduce the behavior:

  1. Create a Godot project with Dialogic installed.
  2. Create a Dialogic timeline with a single textbox.
  3. Create a script which starts a timeline using the same input(s) as dialogic_default_action (Enter, LMB, Space, and/or X by default). Attach it to your root node.
  4. Implement some way to view current_timeline. (e.g. printing it every frame)
  5. Spam the key used to open/progress/close the timeline. Eventually current_timeline will have a value while no timeline is visible.

Expected behavior
When the timeline is not visible, Dialogic.current_timeline should equal null.

Screenshots

BEFORE TIMELINE
image

DURING TIMELINE
image

AFTER TIMELINE
image

My valid inputs for ui_accept are Enter and Space. This issue does not occur when advancing text with the X button or LMB.

System (please complete the following information):

  • OS: Windows 10
  • Godot Version: 4.2.2.stable.official
  • Dialogic Version: 2.0 alpha 16

Solutions

Workaround

For now I just ensure there are no overlapping inputs for ui_accept and dialogic_default_action however it's very awkward. I will probably create and update a manual flag which marks ongoing dialgoue.

Possible fixes

Unsure.

@Jowan-Spooner Jowan-Spooner added Bug 🐞 Something isn't working Needs testing More feedback/testing would be good labels Nov 13, 2024
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