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Currently visibility property in a Dialogue Choice determines whether the Scene in the Dialogue Message receives that option in the Array of options or not.
However, this incurs an (arguably) unnecessary limitation, which is that non-visible options are inaccessible in GDScript, as in not included in the Array the Scene gets to decide how to process the data in the Dialogue Message.
This prevents the user from processing "unavailable" options altogether, as their data is just not available. E.g., showing the option but "graying it out" to flag it as unavailable, or allowing its selection regardless of conditions in a debug environment.
Implementation ideas
Currently, a dictionary called dialogue_data is passed to the Dialogue Message Scene with the character_name, message, and options keys. Any options that are flagged as "not visible" will simply not be in the options Array.
I propose that options contains every option, visible or otherwise, and extra "visibility" data is added for the user to process it.
Option A: options Array contains Dictionaries as values, with text and visible keys and String and Boolean values, respectively, reflecting the contents of a Dialogue Choice Node.
Option B: options Array contains all options and an additional options_visibility Array is added within dialogue_data as an Array of Booleans, reflecting the visibility of each option.
Ideas for alternative approaches are welcomed. The main goal is to make all Dialogue Message/Choice Node data available to the user.
The text was updated successfully, but these errors were encountered:
ch0m5
changed the title
Pass all Dialogue Choices to the Dialogue Message Scene, visible or otherwise
Dialogue: Pass all Dialogue Choices to the Dialogue Message Scene, visible or otherwise
Dec 16, 2024
Description
Currently
visibility
property in aDialogue Choice
determines whether the Scene in theDialogue Message
receives that option in the Array of options or not.However, this incurs an (arguably) unnecessary limitation, which is that non-visible options are inaccessible in GDScript, as in not included in the Array the Scene gets to decide how to process the data in the Dialogue Message.
This prevents the user from processing "unavailable" options altogether, as their data is just not available. E.g., showing the option but "graying it out" to flag it as unavailable, or allowing its selection regardless of conditions in a debug environment.
Implementation ideas
Currently, a dictionary called
dialogue_data
is passed to the Dialogue Message Scene with thecharacter_name
,message
, andoptions
keys. Any options that are flagged as "not visible" will simply not be in theoptions
Array.I propose that
options
contains every option, visible or otherwise, and extra "visibility" data is added for the user to process it.options
Array contains Dictionaries as values, withtext
andvisible
keys and String and Boolean values, respectively, reflecting the contents of a Dialogue Choice Node.options
Array contains all options and an additionaloptions_visibility
Array is added withindialogue_data
as an Array of Booleans, reflecting the visibility of each option.Ideas for alternative approaches are welcomed. The main goal is to make all Dialogue Message/Choice Node data available to the user.
The text was updated successfully, but these errors were encountered: