struggling with dialogue_ended? #351
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Hi, Thanks for any help, excited to continue using Dialogue Manager in my project once I get over this bump! |
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Hiya! Since Dialogue Manager automatically registers itself as an Autoload, the way you usually do some sort of processing on the func _ready() -> void:
DialogueManager.dialogue_ended.connect(_on_dialogue_manager_dialogue_ended)
func _on_dialogue_manager_dialogue_ended(resource: DialogueResource) -> void:
# Do things here This is the standard way of connecting signals in Godot. As you can see in this case, there is a This signal is emitted once Dialogue Manager encounters either the implicit end of a title section (so a new title, or the end of the file), or a |
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Hiya!
Since Dialogue Manager automatically registers itself as an Autoload, the way you usually do some sort of processing on the
dialogue_ended
signal is the following:This is the standard way of connecting signals in Godot. As you can see in this case, there is a
DialogueResource
argument that is being passed. This corresponds to the file that has ended.This signal is emitted once Dialogue Manager encounters either the implicit end of a title section (so a new title, or the end of the file)…