This contains the source code documentation of the class subsystem_Backgrounds
.
subsystem_Backgrounds
Inherits: DialogicSubsystem
Subsystem for managing backgrounds.
Description
This subsystem has many different helper methods for managing backgrounds. For instance, you can listen to background changes via background_changed.
Properties
Name | Type | Default |
---|---|---|
default_background_scene | PackedScene | load(...) |
default_transition | String | path_join(...) |
Methods
Returns | Method |
---|---|
void | clear_game_state ( _clear_flag : int = 0 ) |
void | load_game_state ( _load_flag : int = 0 ) |
void | update_background ( scene : String = "" , argument : String = "" , fade_time : float = 0.0 , transition_path : String = default_transition , force : bool = false ) |
SubViewportContainer | add_background_node ( scene : PackedScene, parent : DialogicNode_BackgroundHolder ) |
bool | has_background ( ) |
Signals
signal background_changed ( info
: Dictionary )
Whenever a new background is set, this signal is emitted and contains a dictionary with the following keys:
Key | Value Type | Value |
---|---|---|
scene | String | The scene path of the new background. |
argument | String | Information given to the background on its update routine. |
fade_time | float | The time the background may take to transition in. |
same_scene | bool | If the new background uses the same Godot scene. |
Property Descriptions
var default_background_scene = load(...)
The default background scene Dialogic will use.
var default_transition = path_join(...)
The default transition Dialogic will use.
Method Descriptions
func clear_game_state ( _clear_flag
: int = 0
) ⇒ void
Empties the current background state.
func load_game_state ( _load_flag
: int = 0
) ⇒ void
Loads the background state from the current state info.
func update_background ( scene
: String = ""
, argument
: String = ""
, fade_time
: float = 0.0
, transition_path
: String = default_transition
, force
: bool = false
) ⇒ void
Method that adds a given scene as child of the DialogicNode_BackgroundHolder. It will call [_update_background()] on that scene with the given argument . It will call [_fade_in()] on that scene with the given fade time. Will call fade_out on previous backgrounds scene. If the scene is the same as the last background you can bypass another instantiating and use the same scene. To do so implement [_should_do_background_update()] on the custom background scene. Then [_update_background()] will be called directly on that previous scene.
func add_background_node ( scene
: PackedScene, parent
: DialogicNode_BackgroundHolder ) ⇒ SubViewportContainer
Adds sub-viewport with the given background scene as child to Dialogic scene.
func has_background ( ) ⇒ bool
Whether a background is set.