47 lines
1.1 KiB
Markdown
47 lines
1.1 KiB
Markdown
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
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# AcceptInputCommand
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**Extends:** [ESCBaseCommand](../ESCBaseCommand) < [Node](../Node)
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## Description
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`accept_input [ALL|NONE|SKIP]`
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What type of input does the game accept. ALL is the default, SKIP allows
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skipping of dialog but nothing else, NONE denies all input. Including opening
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the menu etc. SKIP and NONE also disable autosaves.
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*Note* that SKIP gets reset to ALL when the event is done, but NONE persists.
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This allows you to create cut scenes with SKIP where the dialog can be
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skipped, but also initiate locked#### down cutscenes with accept_input
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NONE in :setup and accept_input ALL later in :ready.
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@STUB
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@ESC
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## Method Descriptions
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### configure
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```gdscript
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func configure() -> ESCCommandArgumentDescriptor
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```
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Return the descriptor of the arguments of this command
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### validate
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```gdscript
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func validate(arguments: Array)
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```
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Validate wether the given arguments match the command descriptor
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### run
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```gdscript
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func run(command_params: Array) -> int
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```
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Run the command |