Comments (3)
I'm having a bit of trouble seeing how you are using Dialogue Manager with the given example, and it seems like more general Godot behavior on how signals work.
This said, signals in Godot are not emitted through a global bus. When a signal is emitted, only objects that connected the specific emitting instance will receive the signal.
So in your case, you would need to connect the signal from your World
node before you can attempt processing it. You can connect signals through the editor, or by using the drop_pot.connect()
method. There is a great official tutorial on how to do this.
I will also add that if you want to use an event bus so that you can receive signals from anywhere within your code from anywhere else, without having to go through specific Node
instances, there is a great tutorial by GDQuest that explains how to set up a basic yet function events bus system. Note that this tutorial was made for Godot 3, so the code will need to be adjusted to the new way of doing things :)
If my analysis of your issue was wrong, don't hesitate to correct me.
from godot_dialogue_manager.
Maybe one solution would be to have a reference to the local node in the top node, and to call the signal through the reference in the top node?
from godot_dialogue_manager.
Assuming a node is available in the current scene (eg. @onready var some_node: Node = %SomeNode
) and it has a signal on it called did_a_thing
then you can call it in the dialogue like this: do some_node.did_a_thing.emit()
. It's then up to you to make sure the right other nodes are connected to that signal of that instance.
from godot_dialogue_manager.
Related Issues (20)
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- Please add a way for a line to know what its section title id is! HOT 2
- Negative conditions stopped working
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- Support External Editors HOT 3
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from godot_dialogue_manager.