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docs: Automatic update of API docs
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StraToN committed Oct 27, 2021
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87 changes: 87 additions & 0 deletions docs/api/ESCDialogManager.md
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<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->

# 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
2 changes: 1 addition & 1 deletion docs/api/ESCDialogOptionsChooser.md
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# ESCDialogOptionsChooser

**Extends:** [Node](../Node)
**Extends:** [Control](../Control)

## Description

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32 changes: 14 additions & 18 deletions docs/api/ESCDialogsPlayer.md → docs/api/ESCDialogPlayer.md
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<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->

# ESCDialogsPlayer
# ESCDialogPlayer

**Extends:** [ResourcePreloader](../ResourcePreloader)
**Extends:** [Node](../Node)

## Description

Expand All @@ -13,7 +13,7 @@ Escoria dialog player
### is\_speaking

```gdscript
var is_speaking
var is_speaking: bool = false
```

Wether the player is currently speaking
Expand All @@ -23,29 +23,29 @@ Wether the player is currently speaking
### say

```gdscript
func say(character: String, ui: String, line: String) -> var
func say(character: String, type: String, text: String) -> var
```

A short one line dialog
Make a character say a text

#### Parameters

- character: Character that is talking
- ui: UI to use for the dialog
- line: Line to say
- type: UI to use for the dialog
- text: Text to say

### finish\_fast
### speedup

```gdscript
func finish_fast() -> void
func speedup() -> void
```

Called when a dialog line is skipped

### start\_dialog\_choices

```gdscript
func start_dialog_choices(dialog: ESCDialog)
func start_dialog_choices(dialog: ESCDialog, type: String = "simple")
```

Display a list of choices
Expand All @@ -54,17 +54,13 @@ Display a list of choices

- dialog: The dialog to start

### play\_dialog\_option\_chosen
### interrupt

```gdscript
func play_dialog_option_chosen(option: ESCDialogOption)
func interrupt()
```

Called when an option was chosen and emits the option_chosen signal

#### Parameters

- option: Option, that was chosen.
Interrupt the currently running dialog

## Signals

Expand All @@ -73,4 +69,4 @@ Called when an option was chosen and emits the option_chosen signal
##### Parameters

- option: The dialog option that was chosen
- signal dialog_line_finished(): Emitted when a dialog line was finished
- signal say_finished(): Emitted when a say command finished
14 changes: 10 additions & 4 deletions docs/api/SayCommand.md
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## Description

`say object text [type] [avatar]`
`say player text [type]`

Runs the specified string as a dialog said by the object. Blocks execution
Runs the specified string as a dialog said by the player. Blocks execution
until the dialog finishes playing.

The text supports translation keys by prepending the key and separating
Expand All @@ -19,8 +19,6 @@ Example: `say player ROOM1_PICTURE:"Picture's looking good."`
Optional parameters:

* "type" determines the type of dialog UI to use. Default value is "default"
* "avatar" determines the avatar to use for the dialog. Default value is
"default"

@ESC

Expand All @@ -34,6 +32,14 @@ func configure() -> ESCCommandArgumentDescriptor

Return the descriptor of the arguments of this command

### validate

```gdscript
func validate(arguments: Array)
```

Validate wether the given arguments match the command descriptor

### run

```gdscript
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115 changes: 0 additions & 115 deletions docs/api/avatar_dialog_player.gd.md

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2 changes: 1 addition & 1 deletion docs/api/escoria.gd.md
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Expand Up @@ -124,7 +124,7 @@ Terrain of the current room
### dialog\_player

```gdscript
var dialog_player: ESCDialogsPlayer
var dialog_player: ESCDialogPlayer
```

Dialog player instantiator. This instance is called directly for dialogs.
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