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Short method names not working #504

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mickeyordog opened this issue Mar 7, 2024 · 4 comments
Closed

Short method names not working #504

mickeyordog opened this issue Mar 7, 2024 · 4 comments
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bug Something isn't working

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@mickeyordog
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Describe the bug
I have a class KeeperDialogManager.cs with a public method Emote(string character, string emote) that I want to call from a script. KeeperDialogManager is an autoload and the global checkbox is checked. However, inside a dialogue script, the function does not get called properly if I just write eg Emote("player", "happy"), it only works if I write the full KeeperDialogManager.Emote("player", "happy"). Do you know why this might be?

Affected version

  • Dialogue Manager version: 2.35.0
  • Godot version: v4.2.1.stable.mono.official [b09f793f5]

To Reproduce
Steps to reproduce the behavior:

  1. Call function without class name

Expected behavior
Function should call properly

Screenshots
image

@mickeyordog mickeyordog added the bug Something isn't working label Mar 7, 2024
@mickeyordog
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Wait hold on, I was just checking the global checkbox in the autoload settings. Though this from the documentation appears to be a different checkbox? Do you know where i could find this? It isn't in the Project settings > Dialogue Manager panel
image

@nathanhoad
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It's in the Dialogue Settings window that you can open from this button:
image

You can also add using KeeperDialogManager to the top of a dialogue file and then shortcuts work the same way.

@mickeyordog
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Thanks for the help, didn't realize that settings panel existed.
image
So I checked the box here, the shortcut works if I put using KeeperDialogManager at the top like you said, but without it I get an error saying the function was unable to be found. I double checked that KeeperDialogManager is being autoloaded and is global. Any ideas?

@mickeyordog
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Hold on, it just started working as expected now. Maybe I just needed to restart the editor or something. Thanks for the help in any case.

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