24 lines
877 B
Markdown
Executable File
24 lines
877 B
Markdown
Executable File
# Emit Signal
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![image](./Images/Event_Emit_Signal.PNG)
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The `Emit Signal` event will emit the signal `dialogic_signal` of the **current dialog node** and pass the given string as an **argument**.
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The event does NOT create a new signal!
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If you instance your timeline via script, use code similar to this:
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```gd
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func start_dialog():
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var dialog = Dialogic.start("my_timeline")
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dialog.connect("dialogic_signal", self, "dialog_listener")
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add_child(dialog)
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func dialog_listener(string):
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match string:
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"quest_point_two":
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# do something
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pass
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```
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If you instanced the scene using the editor, you can connect the signal like normal in Godot from the `NODE TAB > Signals`.
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*If you don't know about signals you should definitely learn about them. For example [here](https://docs.godotengine.org/en/stable/getting_started/step_by_step/signals.html).*
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