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Currently Dialogue 'raw' text file use 4 space indentation to differentiate between character name, dialogue body, and function calls:
character_name
"dialogue body goes here"
func()
Godot can use either tab or spaces for indentation.
To avoid any conflict I think its better to use symbols/characters instead. If the whitespaces are trimmed, this also makes indentation optional.
Currently
Dialogue
'raw' text file use4 spaceindentation to differentiate between character name, dialogue body, and function calls:Godot can use either tab or spaces for indentation.To avoid any conflict I think its better to use symbols/characters instead. If the whitespaces are trimmed, this also makes indentation optional.
Maybe its better to determine wether the editor is using spaces or tabs using text_editor/behavior/indent/typeConstructing the variable with a direct string input, within a function in a script, also count the function's indents.
Resulted as:
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