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: