docs: Automatic update of API docs

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StraToN
2021-10-27 06:35:05 +00:00
parent 7b5f96c98c
commit 08645e6903
9 changed files with 115 additions and 277 deletions

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<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
# ESCDialogManager
**Extends:** [Control](../Control)
## Description
A base class for dialog plugins to work with Escoria
## Method Descriptions
### has\_type
```gdscript
func has_type(type: String) -> bool
```
Check wether a specific type is supported by the
dialog plugin
#### Parameters
- type: required type
*Returns* Wether the type is supported or not
### has\_chooser\_type
```gdscript
func has_chooser_type(type: String) -> bool
```
Check wether a specific chooser type is supported by the
dialog plugin
#### Parameters
- type: required chooser type
*Returns* Wether the type is supported or not
### say
```gdscript
func say(dialog_player: Node, global_id: String, text: String, type: String)
```
Output a text said by the item specified by the global id. Emit
`say_finished` after finishing displaying the text.
#### Parameters
- dialog_player: Node of the dialog player in the UI
- global_id: Global id of the item that is speaking
- text: Text to say, optional prefixed by a translation key separated
by a ":"
- type: Type of dialog box to use
### choose
```gdscript
func choose(dialog_player: Node, dialog: ESCDialog)
```
Present an option chooser to the player and sends the signal
`option_chosen` with the chosen dialog option
#### Parameters
- dialog_player: Node of the dialog player in the UI
- dialog: Information about the dialog to display
### speedup
```gdscript
func speedup()
```
Trigger running the dialog faster
### interrupt
```gdscript
func interrupt()
```
The say command has been interrupted, cancel the dialog display
## Signals
- signal say_finished(): Emitted when the say function has completed showing the text
- signal option_chosen(option): Emitted when the player has chosen an option

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# ESCDialogOptionsChooser
**Extends:** [Node](../Node)
**Extends:** [Control](../Control)
## Description

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<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
# ESCDialogsPlayer
# ESCDialogPlayer
**Extends:** [ResourcePreloader](../ResourcePreloader)
**Extends:** [Node](../Node)
## Description
@@ -13,7 +13,7 @@ Escoria dialog player
### is\_speaking
```gdscript
var is_speaking
var is_speaking: bool = false
```
Wether the player is currently speaking
@@ -23,21 +23,21 @@ Wether the player is currently speaking
### say
```gdscript
func say(character: String, ui: String, line: String) -> var
func say(character: String, type: String, text: String) -> var
```
A short one line dialog
Make a character say a text
#### Parameters
- character: Character that is talking
- ui: UI to use for the dialog
- line: Line to say
- type: UI to use for the dialog
- text: Text to say
### finish\_fast
### speedup
```gdscript
func finish_fast() -> void
func speedup() -> void
```
Called when a dialog line is skipped
@@ -45,7 +45,7 @@ Called when a dialog line is skipped
### start\_dialog\_choices
```gdscript
func start_dialog_choices(dialog: ESCDialog)
func start_dialog_choices(dialog: ESCDialog, type: String = "simple")
```
Display a list of choices
@@ -54,17 +54,13 @@ Display a list of choices
- dialog: The dialog to start
### play\_dialog\_option\_chosen
### interrupt
```gdscript
func play_dialog_option_chosen(option: ESCDialogOption)
func interrupt()
```
Called when an option was chosen and emits the option_chosen signal
#### Parameters
- option: Option, that was chosen.
Interrupt the currently running dialog
## Signals
@@ -73,4 +69,4 @@ Called when an option was chosen and emits the option_chosen signal
##### Parameters
- option: The dialog option that was chosen
- signal dialog_line_finished(): Emitted when a dialog line was finished
- signal say_finished(): Emitted when a say command finished

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## Description
`say object text [type] [avatar]`
`say player text [type]`
Runs the specified string as a dialog said by the object. Blocks execution
Runs the specified string as a dialog said by the player. Blocks execution
until the dialog finishes playing.
The text supports translation keys by prepending the key and separating
@@ -19,8 +19,6 @@ Example: `say player ROOM1_PICTURE:"Picture's looking good."`
Optional parameters:
* "type" determines the type of dialog UI to use. Default value is "default"
* "avatar" determines the avatar to use for the dialog. Default value is
"default"
@ESC
@@ -34,6 +32,14 @@ func configure() -> ESCCommandArgumentDescriptor
Return the descriptor of the arguments of this command
### validate
```gdscript
func validate(arguments: Array)
```
Validate wether the given arguments match the command descriptor
### run
```gdscript

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<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
# avatar\_dialog\_player.gd
**Extends:** [Popup](../Popup)
## Description
A dialog GUI showing a dialog box and character portraits
## Property Descriptions
### current\_character
```gdscript
export var current_character = ""
```
- **Setter**: `set_current_character`
The currently speaking character
### text\_speed\_per\_character
```gdscript
export var text_speed_per_character = 0.1
```
The text speed per character for normal display
### fast\_text\_speed\_per\_character
```gdscript
export var fast_text_speed_per_character = 0.25
```
The text speed per character if the dialog line is skipped
### max\_time\_to\_text\_disappear
```gdscript
export var max_time_to_text_disappear = 1
```
The time to wait before the dialog is finished
### avatar\_node
```gdscript
var avatar_node
```
The node holding the avatar
### name\_node
```gdscript
var name_node
```
The node holding the player name
### text\_node
```gdscript
var text_node
```
The node showing the text
### tween
```gdscript
var tween
```
The tween node for text animations
## Method Descriptions
### set\_current\_character
```gdscript
func set_current_character(name: String)
```
Switch the current character
#### Parameters
- name: The name of the current character
### say
```gdscript
func say(character: String, line: String)
```
Make a character say something
#### Parameters
- character: The global id of the character speaking
- line: Line to say
### finish\_fast
```gdscript
func finish_fast()
```
Called by the dialog player when the
## Signals
- signal dialog_line_started(): Signal emitted when a dialog line has started
- signal dialog_line_finished(): Signal emitted when a dialog line has finished

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### dialog\_player
```gdscript
var dialog_player: ESCDialogsPlayer
var dialog_player: ESCDialogPlayer
```
Dialog player instantiator. This instance is called directly for dialogs.

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<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
# floating\_dialog\_player.gd
**Extends:** [RichTextLabel](../RichTextLabel)
## Description
A dialog UI using a label above the head of the character
## Property Descriptions
### text\_speed\_per\_character
```gdscript
export var text_speed_per_character = 0.1
```
The text speed per character for normal display
### fast\_text\_speed\_per\_character
```gdscript
export var fast_text_speed_per_character = 0.25
```
The text speed per character if the dialog line is skipped
### max\_time\_to\_text\_disappear
```gdscript
export var max_time_to_text_disappear = 2
```
The time to wait before the dialog is finished
### current\_character
```gdscript
var current_character
```
Current character speaking, to keep track of reference for animation purposes
### tween
```gdscript
var tween
```
Tween node for text animation
### text\_node
```gdscript
var text_node
```
The node showing the text
## Method Descriptions
### say
```gdscript
func say(character: String, line: String)
```
Make a character say something
#### Parameters
- character: The global id of the character speaking
- line: Line to say
### finish\_fast
```gdscript
func finish_fast()
```
Called by the dialog player when the
## Signals
- signal dialog_line_started(): Signal emitted when a dialog line has started
- signal dialog_line_finished(): Signal emitted when a dialog line has finished

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<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
# text\_dialog\_chooser.gd
**Extends:** [ESCDialogOptionsChooser](../ESCDialogOptionsChooser) < [Node](../Node)
## Description
A simple dialog chooser that shows selectable lines of text
Supports timeout and avatar display
## Property Descriptions
### color\_normal
```gdscript
export var color_normal = "1,1,1,1"
```
### color\_hover
```gdscript
export var color_hover = "165,42,42,1"
```
### font
```gdscript
export var font = "[Object:null]"
```
## Method Descriptions
### show\_chooser
```gdscript
func show_chooser()
```
Show the chooser
### hide\_chooser
```gdscript
func hide_chooser()
```
Hide the chooser

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Restarts the execution of the current scope at the start. A scope can be a
group or an event.
#### <a name="SayCommand.md"></a>`say object text [type] [avatar]` [API-Doc](api/SayCommand.md)
#### <a name="SayCommand.md"></a>`say player text [type]` [API-Doc](api/SayCommand.md)
Runs the specified string as a dialog said by the object. Blocks execution
Runs the specified string as a dialog said by the player. Blocks execution
until the dialog finishes playing.
The text supports translation keys by prepending the key and separating
@@ -266,8 +266,6 @@ Example: `say player ROOM1_PICTURE:"Picture's looking good."`
Optional parameters:
* "type" determines the type of dialog UI to use. Default value is "default"
* "avatar" determines the avatar to use for the dialog. Default value is
"default"
#### <a name="SchedEventCommand.md"></a>`sched_event time object event` [API-Doc](api/SchedEventCommand.md)
Schedules the execution of an "event" found in "object" in a time in seconds.