Text Reveal Skippable timer doesn't trigger at the very first dialogue text that appears, and to dialogues right after a choice. This fixes that by connecting the signals in DialogicGameHandlertimeline_started(), timeline_ended(), and state_changed() to event_text.gd.
This fixes unintended behaviours where supposedly unskippable texts somehow got skip, and player getting stuck waiting for the remainder of Text Reveal Skippable Delay to finish even though texts is already finished (This one is an edge case, for example if your delay timer is above 3s or 5s).
Text Reveal Skippable
timer doesn't trigger at the very first dialogue text that appears, and to dialogues right after a choice. This fixes that by connecting the signals inDialogicGameHandler
timeline_started()
,timeline_ended()
, andstate_changed()
toevent_text.gd
.This fixes unintended behaviours where supposedly unskippable texts somehow got skip, and player getting stuck waiting for the remainder of
Text Reveal Skippable Delay
to finish even though texts is already finished (This one is an edge case, for example if your delay timer is above 3s or 5s).