Is there an obvious way to check if dialogue is currently being displayed? #184
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KingSnailtan
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I just saw that the autoload singleton has a "dialogue_ended" signal, that should do it, but it doesnt. It doesnt seem to fire when the dialogue ends. |
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If you handle player movement via the |
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Hello! This is probably a very simple problem, but I thought I might ask for some tips.
So basically the character can still move when dialogue is displayed, and I want to disable that when the dialogue box is open.
Is there like a global variable that I can read, or events or something (like dialgue_start / end" etc) or do I have to come op with something of my own. Its easy to just lock controls when I start dialogue as I do this in my own logic anyway, but I have no obvious way to check if dialogue is finshed.
I could add methods to every dialogue using the yknow function calls you can add to your dialgogue, but that seems a bit counter intuitive. Am I missing something? thanks :D
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