fix: Corrected wether to whether
This commit is contained in:
committed by
Julian Murgia
parent
3b47a93a9e
commit
584b81a496
@@ -27,7 +27,7 @@ var walk_destination: Vector2
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# The walk context currently carried out by this movable node
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var walk_context: ESCWalkContext = null
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# Wether the character was moved at all
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# Whether the character was moved at all
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var moved: bool
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# Player Direction used to reflect the movement to the new position
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@@ -36,7 +36,7 @@ var last_dir: int
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# The last scaling applied to the parent
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var last_scale: Vector2
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# Wether the current direction animation is flipped
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# Whether the current direction animation is flipped
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var is_mirrored: bool
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@@ -235,7 +235,7 @@ func clear_event_queue():
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#
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# #### Parameters
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# - name: Name of the channel to test
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# **Returns** Wether the channel can currently accept a new event
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# **Returns** Whether the channel can currently accept a new event
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func is_channel_free(name: String) -> bool:
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return _channels_state[name] if name in _channels_state else true
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@@ -22,7 +22,7 @@ var _reserved_globals: Dictionary = {}
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# #### Parameters
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#
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# - key: The global key to check
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# **Returns** Wether the global was registered
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# **Returns** Whether the global was registered
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func has(key: String) -> bool:
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return _globals.has(key)
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@@ -8,7 +8,7 @@ class_name ESCInventoryManager
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# #### Parameters
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#
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# - item: Inventory item id
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# **Returns** Wether the player has the inventory
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# **Returns** Whether the player has the inventory
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func inventory_has(item: String) -> bool:
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return escoria.globals_manager.has("i/%s" % item)
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@@ -27,7 +27,7 @@ var types: Array = []
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# The default values for the arguments
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var defaults: Array = []
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# Wether to strip quotes on specific arguments
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# Whether to strip quotes on specific arguments
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var strip_quotes: Array = []
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@@ -31,10 +31,10 @@ const COMPARISON_DESCRIPTION = [
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# Name of the flag compared
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var flag: String
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# Wether this condition is negated
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# Whether this condition is negated
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var negated: bool = false
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# Wether this condition is regarding an inventory item ("i/...")
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# Whether this condition is regarding an inventory item ("i/...")
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var inventory: bool = false
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# An optional comparison type. Use the COMPARISON-Enum
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@@ -6,10 +6,10 @@ class_name ESCObject
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# The global id of the object
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var global_id: String
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# Wether the object is active (visible to the player)
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# Whether the object is active (visible to the player)
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var active: bool = true setget _set_active
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# Wether the object is interactive (clickable by the player)
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# Whether the object is interactive (clickable by the player)
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var interactive: bool = true setget _set_interactive, _get_interactive
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# The state of the object. If the object has a respective animation,
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@@ -17,7 +17,7 @@ var _animation_player: AnimationPlayer
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# A AnimationPlayer typed reference to the player node (for intellisense)
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var _animated_sprite: AnimatedSprite
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# Wether the player node is of type AnimationPlayer (just for convenience)
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# Whether the player node is of type AnimationPlayer (just for convenience)
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var _is_animation_player: bool = false
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# Currently running animation
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@@ -73,8 +73,8 @@ func get_animations() -> PoolStringArray:
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return _animated_sprite.frames.get_animation_names()
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# Wether the animation is playing
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# **Returns: Wether the animation is playing**
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# Whether the animation is playing
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# **Returns: Whether the animation is playing**
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func is_playing() -> bool:
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return _player_node.is_playing()
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@@ -118,7 +118,7 @@ func play_backwards(name: String):
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# #### Parameters
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#
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# - name: Name of the animation to check
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# **Returns** Wether the animation player has the animation
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# **Returns** Whether the animation player has the animation
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func has_animation(name: String) -> bool:
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if _is_animation_player:
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return _animation_player.has_animation(name)
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@@ -86,7 +86,7 @@ export(String) var trigger_out_verb = "trigger_out"
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# If true, the player can interact with this item
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export(bool) var is_interactive = true
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# Wether this item is movable
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# Whether this item is movable
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export(bool) var is_movable = false
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# If true, player orients towards 'interaction_direction' as
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@@ -6,7 +6,7 @@ class_name ESCPlayer, "res://addons/escoria-core/design/esc_player.svg"
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# Wether the player can be selected like an item
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# Whether the player can be selected like an item
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export(bool) var selectable = false
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@@ -15,7 +15,7 @@ signal option_chosen(option)
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#
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# #### Parameters
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# - type: required type
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# *Returns* Wether the type is supported or not
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# *Returns* Whether the type is supported or not
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func has_type(type: String) -> bool:
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return false
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@@ -25,7 +25,7 @@ func has_type(type: String) -> bool:
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#
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# #### Parameters
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# - type: required chooser type
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# *Returns* Wether the type is supported or not
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# *Returns* Whether the type is supported or not
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func has_chooser_type(type: String) -> bool:
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return false
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@@ -18,7 +18,7 @@ signal option_chosen(option)
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signal say_finished
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# Wether the player is currently speaking
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# Whether the player is currently speaking
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var is_speaking: bool = false
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@@ -105,6 +105,8 @@ func say(character: String, type: String, text: String) -> void:
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var _manager: ESCDialogManager = load(_manager_class).new()
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if _manager.has_type(type):
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_dialog_manager = _manager
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else:
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_dialog_manager = null
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if _dialog_manager == null:
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escoria.logger.report_errors(
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@@ -4,7 +4,7 @@ class_name ESCInventoryContainer
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# Get whether the inventory container currently is empty
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# **Returns** Wether the container is empty or not
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# **Returns** Whether the container is empty or not
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func is_empty() -> bool:
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return get_child_count() > 0
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@@ -15,7 +15,7 @@ var _dialog_player: Node = null
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#
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# #### Parameters
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# - type: required type
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# *Returns* Wether the type is supported or not
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# *Returns* Whether the type is supported or not
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func has_type(type: String) -> bool:
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return true if type in ["floating", "avatar"] else false
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@@ -25,7 +25,7 @@ func has_type(type: String) -> bool:
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#
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# #### Parameters
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# - type: required chooser type
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# *Returns* Wether the type is supported or not
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# *Returns* Whether the type is supported or not
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func has_chooser_type(type: String) -> bool:
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return true if type == "simple" else false
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@@ -15,7 +15,7 @@ var _fast_text_speed_per_character
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# The time to wait before the dialog is finished
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var _max_time_to_text_disappear
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# Wether the current dialog is speeding up
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# Whether the current dialog is speeding up
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var _is_speeding_up: bool = false
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@@ -19,7 +19,7 @@ var _max_time_to_text_disappear
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# Current character speaking, to keep track of reference for animation purposes
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var _current_character
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# Wether the current dialog is speeding up
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# Whether the current dialog is speeding up
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var _is_speeding_up: bool = false
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@@ -1,7 +1,7 @@
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extends ESCInventory
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# Wether the inventory is visible currently
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# Whether the inventory is visible currently
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var inventory_visible: bool = false
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