# 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