fix: Corrected wether to whether

This commit is contained in:
Balloonpopper
2022-04-20 13:34:48 +10:00
committed by Julian Murgia
parent 3b47a93a9e
commit 584b81a496
17 changed files with 27 additions and 25 deletions

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@@ -27,7 +27,7 @@ var walk_destination: Vector2
# The walk context currently carried out by this movable node
var walk_context: ESCWalkContext = null
# Wether the character was moved at all
# Whether the character was moved at all
var moved: bool
# Player Direction used to reflect the movement to the new position
@@ -36,7 +36,7 @@ var last_dir: int
# The last scaling applied to the parent
var last_scale: Vector2
# Wether the current direction animation is flipped
# Whether the current direction animation is flipped
var is_mirrored: bool

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@@ -235,7 +235,7 @@ func clear_event_queue():
#
# #### Parameters
# - name: Name of the channel to test
# **Returns** Wether the channel can currently accept a new event
# **Returns** Whether the channel can currently accept a new event
func is_channel_free(name: String) -> bool:
return _channels_state[name] if name in _channels_state else true

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@@ -22,7 +22,7 @@ var _reserved_globals: Dictionary = {}
# #### Parameters
#
# - key: The global key to check
# **Returns** Wether the global was registered
# **Returns** Whether the global was registered
func has(key: String) -> bool:
return _globals.has(key)

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@@ -8,7 +8,7 @@ class_name ESCInventoryManager
# #### Parameters
#
# - item: Inventory item id
# **Returns** Wether the player has the inventory
# **Returns** Whether the player has the inventory
func inventory_has(item: String) -> bool:
return escoria.globals_manager.has("i/%s" % item)

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@@ -27,7 +27,7 @@ var types: Array = []
# The default values for the arguments
var defaults: Array = []
# Wether to strip quotes on specific arguments
# Whether to strip quotes on specific arguments
var strip_quotes: Array = []

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@@ -31,10 +31,10 @@ const COMPARISON_DESCRIPTION = [
# Name of the flag compared
var flag: String
# Wether this condition is negated
# Whether this condition is negated
var negated: bool = false
# Wether this condition is regarding an inventory item ("i/...")
# Whether this condition is regarding an inventory item ("i/...")
var inventory: bool = false
# An optional comparison type. Use the COMPARISON-Enum

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@@ -6,10 +6,10 @@ class_name ESCObject
# The global id of the object
var global_id: String
# Wether the object is active (visible to the player)
# Whether the object is active (visible to the player)
var active: bool = true setget _set_active
# Wether the object is interactive (clickable by the player)
# Whether the object is interactive (clickable by the player)
var interactive: bool = true setget _set_interactive, _get_interactive
# The state of the object. If the object has a respective animation,

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@@ -17,7 +17,7 @@ var _animation_player: AnimationPlayer
# A AnimationPlayer typed reference to the player node (for intellisense)
var _animated_sprite: AnimatedSprite
# Wether the player node is of type AnimationPlayer (just for convenience)
# Whether the player node is of type AnimationPlayer (just for convenience)
var _is_animation_player: bool = false
# Currently running animation
@@ -73,8 +73,8 @@ func get_animations() -> PoolStringArray:
return _animated_sprite.frames.get_animation_names()
# Wether the animation is playing
# **Returns: Wether the animation is playing**
# Whether the animation is playing
# **Returns: Whether the animation is playing**
func is_playing() -> bool:
return _player_node.is_playing()
@@ -118,7 +118,7 @@ func play_backwards(name: String):
# #### Parameters
#
# - name: Name of the animation to check
# **Returns** Wether the animation player has the animation
# **Returns** Whether the animation player has the animation
func has_animation(name: String) -> bool:
if _is_animation_player:
return _animation_player.has_animation(name)

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@@ -86,7 +86,7 @@ export(String) var trigger_out_verb = "trigger_out"
# If true, the player can interact with this item
export(bool) var is_interactive = true
# Wether this item is movable
# Whether this item is movable
export(bool) var is_movable = false
# 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"
# Wether the player can be selected like an item
# Whether the player can be selected like an item
export(bool) var selectable = false

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@@ -15,7 +15,7 @@ signal option_chosen(option)
#
# #### Parameters
# - type: required type
# *Returns* Wether the type is supported or not
# *Returns* Whether the type is supported or not
func has_type(type: String) -> bool:
return false
@@ -25,7 +25,7 @@ func has_type(type: String) -> bool:
#
# #### Parameters
# - type: required chooser type
# *Returns* Wether the type is supported or not
# *Returns* Whether the type is supported or not
func has_chooser_type(type: String) -> bool:
return false

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@@ -18,7 +18,7 @@ signal option_chosen(option)
signal say_finished
# Wether the player is currently speaking
# Whether the player is currently speaking
var is_speaking: bool = false
@@ -105,6 +105,8 @@ func say(character: String, type: String, text: String) -> void:
var _manager: ESCDialogManager = load(_manager_class).new()
if _manager.has_type(type):
_dialog_manager = _manager
else:
_dialog_manager = null
if _dialog_manager == null:
escoria.logger.report_errors(

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@@ -4,7 +4,7 @@ class_name ESCInventoryContainer
# Get whether the inventory container currently is empty
# **Returns** Wether the container is empty or not
# **Returns** Whether the container is empty or not
func is_empty() -> bool:
return get_child_count() > 0

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@@ -15,7 +15,7 @@ var _dialog_player: Node = null
#
# #### Parameters
# - type: required type
# *Returns* Wether the type is supported or not
# *Returns* Whether the type is supported or not
func has_type(type: String) -> bool:
return true if type in ["floating", "avatar"] else false
@@ -25,7 +25,7 @@ func has_type(type: String) -> bool:
#
# #### Parameters
# - type: required chooser type
# *Returns* Wether the type is supported or not
# *Returns* Whether the type is supported or not
func has_chooser_type(type: String) -> bool:
return true if type == "simple" else false

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@@ -15,7 +15,7 @@ var _fast_text_speed_per_character
# The time to wait before the dialog is finished
var _max_time_to_text_disappear
# Wether the current dialog is speeding up
# Whether the current dialog is speeding up
var _is_speeding_up: bool = false

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@@ -19,7 +19,7 @@ var _max_time_to_text_disappear
# Current character speaking, to keep track of reference for animation purposes
var _current_character
# Wether the current dialog is speeding up
# Whether the current dialog is speeding up
var _is_speeding_up: bool = false

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@@ -1,7 +1,7 @@
extends ESCInventory
# Wether the inventory is visible currently
# Whether the inventory is visible currently
var inventory_visible: bool = false