Comments (2)
This is something you'd have to implement in your game. The Dialogue Manager is stateless so it tracks nothing on it's own and also has no definitive concept of "sections" - titles are used more as markers than actual chapter headings.
There is a passed_title(title)
signal that might help you out.
from godot_dialogue_manager.
Related Issues (20)
- Memory leaks at exit
- Memory leaks after updating to 2.27
- Lag when example balloon is spawned HOT 2
- Inline conditions fail if put one after the other
- Jump to a title using variables HOT 2
- Inconsistent [wait] behavior in repeat dialogue
- Parser Error: Could not find type "DialogueLabel" in the current scope error after updating HOT 4
- Signal Scope? HOT 3
- pause_at_characters only "." can work
- Allow us to indicate a kind of local State Shortcuts for different dialogue file independently HOT 1
- POT files generation issues
- Response button signals generate multiple errors
- Shortcut for text search (and replace) functionality
- Custom dialogue not showing HOT 1
- Crash when '[next=auto]' add to a line
- a dialog being imported multiple times can cause errors HOT 1
- Negative conditions stopped working
- Backward incompatible change makes balloons based on old example to advance automatically HOT 1
- Invalid call. Nonexistent function 'new' in base 'CSharpScript' HOT 3
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from godot_dialogue_manager.