Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Update Documentation #783

Merged
merged 1 commit into from
Feb 19, 2022
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
Binary file modified addons/dialogic/Documentation/Content/Events/Images/Call_Node.PNG
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
12 changes: 11 additions & 1 deletion addons/dialogic/Documentation/Content/Reference/001.md
Original file line number Diff line number Diff line change
Expand Up @@ -42,14 +42,24 @@ Is used to change the current timeline. This way the state of the DialogNode (li
`@param timeline`
Same as the one on `start()`, although it cannot load from saves.


### next_event()
`next_event(discreetly)`
Is used to immediately play the next event. This way the state of the DialogNode are preserved from the currently active node.
Is used to immediately play the next event.

`@param discreetly`
A boolean (default value: false) that determines whether the Passing Audio will be played.


### timeline_exists()
`timeline_exists(timeline)`
Returns true if a timeline with the given name at the given path exists, otherwise false.

`@param timeline`
The name/path to check.



## Saving and loading
The Dialogic class provides the following methods for dealing with saving and loading. Learn more about how to use them in the Saving and Loading tutorial.

Expand Down
14 changes: 14 additions & 0 deletions addons/dialogic/Documentation/Content/Reference/Theme.md
Original file line number Diff line number Diff line change
Expand Up @@ -19,6 +19,10 @@ Use this to align the text inside the box.
##### Behaviour>Single Portrait Mode
If you enable this mode, there will always only be one portrait visible. This will be the portrait of the character who is currently speaking.

##### Behaviour>Don't Close After Last Event
If enabled, the dialog box will not delete itself after the last event. Instead you will need to remove it manualy. Usefull if the box is intergrated into your design and should never vanish.


## Dialog Box
### Dialog Box>Visuals
You may choose either a solid color or a texture for the background of the box. For the texture, you can also change its modulation.
Expand All @@ -42,9 +46,16 @@ Sets how long the theme takes to fade in. Fading only happens on dialog load and
##### Behaviour>Portraits Dim Color
Use this to change the modulation of the active character. Set it to white if you do not want any changes.

##### Behaviour>Portraits Behind Dialog Box
If you disable this, the portraits will instead be in front of the dialog box.


## Name Label
The `Name Label` is the section above the text box that displays the name of the character who is currently speaking.

##### Behaviour>Hide name labels
If this is enabled, the name label will not be shown.

##### Text>Use character Color
If you enable this, the name label will always use the color of the currently speaking character. The characters color can be edited in the [Character Editor](./Character.md).

Expand All @@ -57,9 +68,11 @@ The padding between the texture border and the text.
### Name Label>Placement
Here you can set the alignment of the `Name label` as well as setting some additional offset.


## Choice Buttons
You can change the look of the buttons four states, although "Disabled" currently does nothing.


## Glossary
These setting lets you define the appearance of the box that appears when you hover over a glossary entry.

Expand All @@ -69,6 +82,7 @@ Sets the color of glossary word inside the dialog.
##### Behaviour>Show
If this is disabled, the glossary info box won't be shown and glossary entries won't be colored.


## Audio
This sections allows you to set audio for your dialogue. Dialogic uses the [RandomAudioPlayer by TimKrief](https://gitlab.com/timkrief/godot-random-audio-stream-player).

Expand Down
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
19 changes: 19 additions & 0 deletions addons/dialogic/Documentation/Content/Tutorials/Values.md
Original file line number Diff line number Diff line change
@@ -0,0 +1,19 @@
# Values

Values are a dialogic resource that allows to store strings and integers and easily reference them with dialogic.

Once created, a value with a name (e.g. `PlayerName` or `PlayerStrength`) can be added into text events by using square brackets:
![Value is being used](./Images/ValueInUse.PNG)

It can also be used in conditions (Condition Event, Choice Event).

From outside values can be accessed using the DialogiClass:
```
func _ready():
Dialogic.set_variable('PlayerName', 'John')
if Dialogic.get_variable('PlayerStrength') > 10:
print("Wow, so strong!")
```

You can also use the whole path when referencing variables. In text this could look like `[Characters/Player/Name]`, in code like `Dialogic.set_variable('Characters/Player/Name', 'Sally')`.