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You can set the dialog code inside the dialog node variable `dialog_script` like in the example and then add the characters that are going to be present in that conversation with the variable `dialog_characters`.
Alternatively you can create a separate dialog resource for each of your dialogs if you wish to keep things logically separate, or you can create a master `DialogResource` if you prefer.
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To create a `DialogResource`, right click in your FileSystem and choose `New Resource`, search for `DialogResource` and create it.
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Again, it's good practice to put these inside a folder such as `Resources/Dialogs`.
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Each `DialogResource` can contain a Dictionary of custom variables that will be replaced by their value when you add them to a script in the form of "This is a [custom] value" where the value for the dictionary key `custom` will replace `[custom]`.
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Same as before, you must also provide the `DialogResource` with an array of your `DialogCharacterResource` files.
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You can set the dialog script (.json) on the inspector variable "Dialog Json" or by setting the dialog content by changing the variable `dialog_script` of the node.
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### 3) Adding the node
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Now you can add the node `addons/dialogs/Dialog.tscn` to your scenes, assign the desired variable values or `DialogResource` file and use it on your projects.
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## Changelog
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v0.4 - Dialogic
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- Changed how the main editor works, instead of being a graphedit it is now an event timeline.
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- Renamed the plugin to Dialogic. Thanks to Òscar for always knowing how to name things.
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- Moved all data to .json files
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- Broke the addon for working. Nice :)
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v0.3 - Using Resources
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- Removed requirement for `global.gd` and `characters.gd` autoload scripts.
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- Added `DialogResource` and `DialogCharacterResource` resources to create a cleaner way of specifying dialog content
@@ -55,7 +33,7 @@ v0.1 - Release
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## Credits
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Code made by [Emilio Coppola](https://github.com/coppolaemilio).
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