DialogueLabel
Inherits: < RichTextLabel
< Control
< CanvasItem
< Node
Object
Description
A custom made for displaying and rendering RichTextLabel
. For most part, dialogue rendering are already handled by Dialogue
. TheatreStage
Properties
| Returns | Property | Default |
|---|---|---|
float |
chars_per_second |
67.7 |
bool |
rendering_paused |
false |
Methods
| Returns | Function |
|---|---|
void |
clear_render() |
|
get_stage() |
bool |
is_rendering() |
void |
pause_render() |
void |
rerender() |
void |
resume_render() |
void |
set_stage( stage: |
void |
start_render() |
Signals
-
character_drawn()Emitted everytime each character is drawn.
-
text_rendered()Emitted when the text or the
line has finished rendering.Dialogue
Property Descriptions
float chars_per_second = 67.7
Character count that will be rendered every second.
bool rendering_paused = false
If true, text rendering will be paused. Progressing dialogue won't work until rendering_paused is set to false, or resume_render() is called.
See also pause_render() and resume_render().
Method Descriptions
void clear_render()
Stop rendering dialogue, and clear the displayed text.
TheatreStage get_stage()
Returns the that is currently controling the TheatreStage
DialogueLabel.
bool is_rendering()
Returns true if the DialogueLabel is in the process of rendering dialogue.
void pause_render()
Pause text rendering. The same as setting rendering_paused to true.
void rerender()
Restart the rendering. Written dialogue functions will also be re-called.
void resume_render()
Continue paused text rendering. The same as setting rendering_paused to false.
void set_stage( stage:
TheatreStage )
Set the that will be used to control the DialogueLabel. If there's already a TheatreStage
set, this will remove the previous TheatreStage.dialogue_label. TheatreStage
void start_render()
Start the rendering of the current dialogue line.