Comments (4)
In the demo code in this repo, the Blue guy's dialog exhibits this behavior.
from blocking-dialog-box.
Yes, in the demo for some of them I invoke manually hide_box()
to avoid the extra click. The basic problem is that I don't want the dialogue to run in background while the player sees an input box or a selection.
I don't know exactly how to avoid it, the dialogue element sends a signal AND waits for input every time there's a break, a possible solution I thought about is to add a non-blocking break, something like [signal blabla]
that unlike [break blabla]
generates the signal but doesn't wait for the block.
The alternative is to do like I do now, and generate some "unblock" command in the caller (I don't like it tbh, the goal of the addon is to not have the developer worry about these details). Or to have some way to connect the three elements so that they maintain a state of what's already open and if you insert an input or choose an element from a list and a dialogue was running it also closes its break.
from blocking-dialog-box.
so I realized i had an extra [break] at the end of my text, so like:
"Line 1\n[break]Line 2[break]"
Just removing the final break made it close without the extra click:
"Line 1\n[break]Line 2"
from blocking-dialog-box.
Oh nice! I think now that I merged your PR adding the closing signal without the need of a [break]
tag this can be closed. Thank you!
from blocking-dialog-box.
Related Issues (12)
- BlockingListSelection choice signal should also return the index of the choice
- Demo: Yellow guy interaction is wierd HOT 1
- Feature Request: Holding interact should speed up the text display HOT 2
- Feature Request: Add ability to provide a "protrait" view to be displayed in BlockingDialogBox HOT 1
- Add input component HOT 1
- Aggregate classes under a single one
- Create node type to manage a list
- Create a video showcase
- Publish as Godot addon HOT 1
- Switch to Noto fonts HOT 1
- Need signal for when dialog hides HOT 1
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from blocking-dialog-box.