TeamSyndi / syndibox

SyndiBox - A powerful text engine for dialog-heavy Godot projects
MIT License
91 stars 9 forks source link

Update README.md #29

Closed zaknafean closed 3 years ago

zaknafean commented 3 years ago

Added some undocumented features, so others don't have to go through the source to find them.

zaknafean commented 3 years ago

The character switching tags and code are definitely something that will require a bit more time and review then I think I can give, as its not fully obvious to me what its doing in the source AND seems to assume a specific folder structure. This readme update is more or less just explaining functionality that I had to go through source to find, nothing advanced.

zaknafean commented 3 years ago

Going to add some of the new merged tags in now (signaling etc), now that I've grabbed the latest code.

I-Have-No-Idea-What-IAmDoing commented 3 years ago

The only thing that is really missing is manual pausing/hiding which is controlled by a variable right now (should i make a function for it? make it a export?) and tag creation would be useful.

Tags start with [ and end with ], you need some sort of content inside of them and it it can be any character including white space. If the tag is not valid then it get printed so you can use [] in the dialog without it being deleted. you can play around with the regex here: https://regexr.com/5eaih if you need it

zaknafean commented 3 years ago

Variable is fine as long as we documented. The variable with the get/set is more the Godot design paradigm anyway. I'll add it to the script section after I try it!

Is the tag creation like for custom tags? So stuff you'd add to the plugin code directly?

I-Have-No-Idea-What-IAmDoing commented 3 years ago

Tag creation is for custom tag, that go in the custom.gd script