Attempt to fix dialogs "finish_fast" action.
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@@ -20,7 +20,7 @@ compress/hdr_mode=0
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compress/bptc_ldr=0
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compress/normal_map=0
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flags/repeat=0
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flags/filter=true
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flags/filter=false
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flags/mipmaps=false
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flags/anisotropic=false
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flags/srgb=2
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@@ -407,8 +407,10 @@ func repeat(command_params : Array):
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"""
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say speaker_id "text_to_say" [dialog_ui_name]
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Make a character say one line.
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Usage: say object_id line [dialog_ui_name]
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- dialog_ui_name String if set, uses the dialog UI by its name as defined
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in game.tscn/dialog_layer/dialog_player
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"""
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func say(command_params : Array) -> esctypes:
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current_context.waiting = true
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@@ -190,8 +190,8 @@ func do(action : String, params : Array = []) -> void:
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_:
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# $esc_runner.activate(action, params[0])
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report_warnings("escoria.gd:do()", ["Action received:", action, "with params ", params])
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elif current_state == GAME_STATE.DIALOG:
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dialog_player.finish_fast()
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# elif current_state == GAME_STATE.DIALOG:
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# dialog_player.finish_fast()
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elif current_state == GAME_STATE.WAIT:
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pass
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@@ -11,7 +11,7 @@ onready var tween = text_node.get_node("Tween")
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export(float, 0.0, 0.3) var text_speed_per_character = 0.1
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export(float) var fast_text_speed_per_character = 0.25
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export(float) var max_time_to_text_disappear = 2.0
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export(float) var max_time_to_text_disappear = 1.0
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func _ready():
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var centered_position_on_screen = Vector2(
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@@ -70,7 +70,10 @@ func _on_dialog_line_typed(object, key):
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$Timer.connect("timeout", self, "_on_dialog_finished")
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func _on_dialog_finished():
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emit_signal("dialog_line_finished")
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escoria.esc_level_runner.finished()
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escoria.dialog_player.is_speaking = false
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escoria.current_state = escoria.GAME_STATE.DEFAULT
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# emit_signal("dialog_line_finished")
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queue_free()
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