Closed ConnyOnny closed 6 months ago
Hello @ConnyOnny . Thanks for reporting this. I've been using Godot 3.5.1 and I tested the plugin in a few other computers and I couldn't reproduce this issue. Does it happen for every dialogue you try to run? I'm trying to check if there is any edge case that might trigger this.
There are a few automated tests that rely on the last line being null (i.e. https://github.com/viniciusgerevini/godot-clyde-dialogue/blob/master/test/test_interpreter.gd#L356), so I'm confident that's the value being returned. However, I don't use windows very often, so I want to discard any peculiarity/bug in Godot.
Bit of a necropost, but I was able to repro this initially when using the sample dialogue provided here https://viniciusgerevini.github.io/clyde/
But when I stripped it down to just the first couple normal text lines it worked properly. I would assume it's something to with parsing of the options lines or some other bit of oddity there. Hope that helps.
Thank you all. I wasn't able to reproduce it locally, however the newest version does not return null on dialogue end anymore. Instead it returns a { "type": "end" }
object. This should avoid any null handling weirdness.
Hi, I'm using Godot 3.5.1 on Windows with godot clyde 3.2.0 from the asset lib. In the example script it says the way to check for a finished dialogue is this:
if not content:
However the returned content at the end of the dialog is notnull
but it is some value that in the print function stringifies to "Null". So currently I use this instead:if not content is Dictionary:
As I see it, either the example is outdated and should use a different check, or the library is wrong to return something non-null when the dialogue is already finished.