Closed yayidg22 closed 1 month ago
I solved it by adding a DialogueResource type prop to my _on_dialogue_ended method
I come from years with javascript so it was a mistake not fully understanding the syntax of gdscript I hope this can help someone in the future
extends Area2D
@export var dialogue_resource:DialogueResource
@export var dialogue_start:String = "start"
const Ballon = preload('res://Dialogues/Dialogues_Ballons/balloon.tscn');
func _ready() -> void:
DialogueManager.dialogue_ended.connect(_on_dialogue_ended)
func action():
DialogueManager.show_dialogue_balloon_scene(Ballon,dialogue_resource,dialogue_start)
#var ballon = Ballon.instantiate();
#get_tree().current_scene.add_child(ballon);
#ballon.dialogue_ended.connect(on_ballon_close)
#ballon.connect("dialogue_ended", _on_dialogue_ended)
#ballon.start(dialogue_resource,dialogue_start)
func _on_dialogue_ended(props:DialogueResource):
print(88887)
Hi i followed the instructions of the tutorial about use godot_dialogue_manager in godot 4 but i cant manage the dialogue status for example i want to pause the player movement when dialogue is open but the docs arent frendly about connect a method to the ended signals
example of my code: