22
33## Nuget package
44
5- The GameDialog nuget package is [ available here] ( https://www.nuget.org/packages/GameDialog/ ) ,
5+ The GameCore.Dialog nuget package is [ available here] ( https://www.nuget.org/packages/GameDialog/ ) ,
66by looking in the normal nuget.org search, or downloading from the GitHub release.
77
8- Once you have the nuget package installed, you'll have access to the GameDialog class library and
9- source generator. You may notice that there is no built in dialog box or choice menu display.
8+ Once you have the nuget package installed, you'll have access to the GameCore.Dialog class library
9+ and source generator. You may notice that there is no built in dialog box or choice menu display.
1010Dialog systems tend to be just as bespoke as menu systems, so it's intentionally not
1111implemented to allow the user more freedom in how this system is used. However, A custom
1212` RichTextLabel ` node (` DialogTextLabel ` ) is provided to support some of the built-in tags.
@@ -15,20 +15,20 @@ implemented to allow the user more freedom in how this system is used. However,
1515
1616This dialog system comes with a VSCode extension. The extension provides validation and syntax
1717highlighting for .dia files. It also provides a context menu for .dia files to generate .csv and/or
18- .pot files for translations. If custom members are changed in your session, right click on any .dia file and select
19- ` Update Members ` for the extension to pick up the changes.
18+ .pot files for translations. If custom members are changed in your session, right click on any .dia
19+ file and select ` Update Members ` for the extension to pick up the changes.
2020
2121### How to install
2222
23- The VSCode/VSCodium extension is available in the GitHub release (GameDialog_Extension .vsix). To
23+ The VSCode/VSCodium extension is available in the GitHub release (GameCore_Dialog_Extension .vsix). To
2424install, navigate to the directory the .vsix file is in and run:
2525
2626```
27- code --install-extension GameDialog_Extension .vsix
27+ code --install-extension GameCore_Dialog_Extension .vsix
2828
2929// or
3030
31- codium --install-extension GameDialog_Extension .vsix
31+ codium --install-extension GameCore_Dialog_Extension .vsix
3232```
3333
3434### Why do I have to download it?
@@ -52,17 +52,17 @@ your Godot editor.
5252
5353### Starting a dialog
5454
55- For the included example project, a ` DialogBox ` node was made that creates a new ` Dialog ` instance
56- in its ` _Ready() ` method. There are events to subscribe to that define what you want to happen at
57- certain points in a script. The events are:
55+ For the included example project, a ` DialogBox ` node was made that creates a new ` DialogRunner `
56+ instance in its ` _Ready() ` method. There are events to subscribe to that define what you want to
57+ happen at certain points in a script. The events are:
5858
5959* ` DialogLineStarted `
6060* ` DialogLineResumed `
6161* ` ChoiceRead `
6262* ` HashRead `
6363* ` ScriptEnded `
6464
65- These can be read about in depth in the [ API section] ( ./api/GameDialog.Runner. Dialog.md#events ) .
65+ These can be read about in depth in the [ API section] ( ./api/GameCore. Dialog.DialogRunner .md#events ) .
6666
6767### Displaying the dialog
6868
@@ -71,9 +71,9 @@ text writer can be difficult, however, so a custom one (`DialogTextLabel`) is pr
7171doesn't allow using custom nodes from other C# libraries, but if you make a class with a
7272` [DialogTextLabel] ` attribute, you should get a warning with a code fix to automatically generate
7373one for your own use. Alternatively, just copy the
74- [ DialogTextLabel.cs] ( ../GameDialog.Runner /DialogTextLabel.cs ) file into your project.
74+ [ DialogTextLabel.cs] ( ../GameCore.Dialog /DialogTextLabel.cs ) file into your project.
7575
7676> For info on the methods/properties/events provided in the example writer, check the
77- [ API] ( ./api/GameDialog.Runner .DialogTextLabel.md ) .
77+ [ API] ( ./api/GameCore.Dialog .DialogTextLabel.md ) .
7878
7979> For more on creating a script, see the [ Creating a Script] ( ./Scripts.md ) section.
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