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struggling with dialogue_ended? #351

Answered by Selenyhr
ElleanoreB asked this question in Q&A
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Hiya!

Since Dialogue Manager automatically registers itself as an Autoload, the way you usually do some sort of processing on the dialogue_ended signal is the following:

func _ready() -> void:
	DialogueManager.dialogue_ended.connect(_on_dialogue_manager_dialogue_ended)


func _on_dialogue_manager_dialogue_ended(resource: DialogueResource) -> void:
	# Do things here

This is the standard way of connecting signals in Godot. As you can see in this case, there is a DialogueResource argument that is being passed. This corresponds to the file that has ended.

This signal is emitted once Dialogue Manager encounters either the implicit end of a title section (so a new title, or the end of the file)…

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@ElleanoreB
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@nickplj12
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Answer selected by ElleanoreB
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