This contains the source code documentation of the class subsystem_Styles
.
subsystem_Styles
Inherits: DialogicSubsystem
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Methods
Returns | Method |
---|---|
void | clear_game_state ( clear_flag : int = 0 ) |
DialogicLayoutBase | create_layout ( style : DialogicStyle, parent : Node = null ) |
String | get_current_style ( ) |
Node | get_first_node_in_layout ( group_name : String ) |
Node | get_layout_node ( ) |
bool | has_active_layout_node ( ) |
void | load_game_state ( load_flag : int = 0 ) |
Node | load_style ( style_name : String = "" , parent : Node = null , is_base_style : bool = true ) |
void | reload_current_info_into_new_style ( ) |
Signals
signal style_changed ( info
: Dictionary )
No description available.
Method Descriptions
func clear_game_state ( clear_flag
: int = 0
) ⇒ void
No description available.
func create_layout ( style
: DialogicStyle, parent
: Node = null
) ⇒ DialogicLayoutBase
Method that adds a layout scene with all the necessary layers. The layout scene will be added to the tree root and returned.
func get_current_style ( ) ⇒ String
Returns the style currently in use
func get_first_node_in_layout ( group_name
: String ) ⇒ Node
Similar to get_tree().get_first_node_in_group('group_name') but filtered to the active layout node subtree
func get_layout_node ( ) ⇒ Node
No description available.
func has_active_layout_node ( ) ⇒ bool
No description available.
func load_game_state ( load_flag
: int = 0
) ⇒ void
No description available.
func load_style ( style_name
: String = ""
, parent
: Node = null
, is_base_style
: bool = true
) ⇒ Node
No description available.
func reload_current_info_into_new_style ( ) ⇒ void
When changing to a different layout scene, we have to load all the info from the current_state_info (basically