This contains the source code documentation of the class subsystem_Settings.
subsystem_Settings
Inherits: DialogicSubsystem
Subsystem that allows setting and getting settings that are automatically saved slot independent.
Description
All settings that are stored in the project settings dialogic/settings section are supported. For example the text_speed setting is stored there. How to access this subsystem via code: gd Dialogic.Settings.text_speed = 0.05 Settings stored there can also be changed with the Settings event.
Properties
| Name | Type | Default |
|---|---|---|
| settings | Dictionary | {} |
Methods
| Returns | Method |
|---|---|
| void | clear_game_state ( _clear_flag: int = 0 ) |
| Variant | get_setting ( property: StringName, default: Variant ) |
| bool | has_setting ( property: StringName ) |
| void | reset_all ( ) |
| void | reset_setting ( property: StringName ) |
| void | connect_to_change ( property: StringName, callable: Callable ) |
Property Descriptions
No description available.
Method Descriptions
func clear_game_state ( _clear_flag: int = 0 ) ⇒ void
Built-in, called by DialogicGameHandler.
func get_setting ( property: StringName, default: Variant ) ⇒ Variant
Get a setting named property, if it does not exist, falls back to default.
func has_setting ( property: StringName ) ⇒ bool
Whether a setting has been set/stored before.
No description available.
func reset_setting ( property: StringName ) ⇒ void
No description available.
func connect_to_change ( property: StringName, callable: Callable ) ⇒ void
If a setting named property changes its value, this will emit Callable.