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If custom members are changed in your session, right click on any .dia file and select
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`Update Members` for the extension to pick up the changes.
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### Why do I have to download it?
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## Nuget package
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In order to publish a Nuget package, you must have a Microsoft account.
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Once you have the nuget package installed, you'll have access to the GameDialog class library and
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source generator. You may notice that there is no built in dialog box or choice menu display.
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Dialog systems tend to be just as bespoke as menu systems, so it's intentionally not
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implemented to allow the user more freedom in how this system is used. However, A custom
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`RichTextLabel` node (`DialogTextLabel`) is provided to support some of the built-in tags.
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In order to publish a VS Code extension, you must:
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* Have an MS account
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* Have an Azure account
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* Maintain an Azure subscription
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* Create and maintain an organization
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* Create and maintain a publisher
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And you must do the same with different orgs for VSCodium. The alternative is I just provide it
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here, you download it and install via the above.
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## Example Project
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Included in this repo is an example project. Just copy the "example-project" folder and run it in
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your Godot editor.
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### Starting a dialog
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For the included example project, a `DialogBox` node was made that creates a new `Dialog` instance
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in its `_Ready()` method. You'll notice there are events to subscribe to that define what you want to
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happen at certain points in a script. The events are:
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in its `_Ready()` method. There are events to subscribe to that define what you want to happen at
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certain points in a script. The events are:
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*`DialogLineStarted`
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*`DialogLineResumed`
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*`ChoiceRead`
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*`HashRead`
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*`ScriptEnded`
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These can be read about in depth in the [api section](./api/GameDialog.Runner.md).
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These can be read about in depth in the [API section](./api/GameDialog.Runner.Dialog.md#events).
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### Displaying the dialog
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In the example project's `DialogBox` scene, a `DialogTextLabel` displays the text. You can use
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`Dialog.SetTextAndFillEvents()` to set the text parse the text events and
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`Dialog.HandleTextEvent()` to handle text events when they're encountered. Making a text writer can
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be difficult, however, so a custom one (`DialogTextLabel`) is provided. Godot doesn't allow using custom nodes from other C# libraries, but if you make a class with a `[DialogTextLabel]` attribute,
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you should get a warning with a code fix to automatically generate one for your own use.
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In the example project's `DialogBox` scene, a `DialogTextLabel` displays the text. In its. Making a
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text writer can be difficult, however, so a custom one (`DialogTextLabel`) is provided. Godot
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doesn't allow using custom nodes from other C# libraries, but if you make a class with a
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`[DialogTextLabel]` attribute, you should get a warning with a code fix to automatically generate
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one for your own use. Alternatively, just copy the
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[DialogTextLabel.cs](../GameDialog.Runner/DialogTextLabel.cs) file into your project.
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>For info on the methods/properties/events provided in the example writer, check the
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