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project/addons/dialogic/Documentation/Content/FAQ/CSharp.md
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project/addons/dialogic/Documentation/Content/FAQ/CSharp.md
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# Can I use C# with Dialogic?
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Yes, but it's experimental at the present time. If you want to try it out, and you find issues with the implementation, please let us know.
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Usage:
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`public override void _Ready()
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{
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var dialog = DialogicSharp.Start("Greeting");
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AddChild(dialog);
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}
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`
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This is the PR that added this feature: [https://github.com/coppolaemilio/dialogic/pull/217](https://github.com/coppolaemilio/dialogic/pull/217)
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project/addons/dialogic/Documentation/Content/FAQ/Signals.md
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project/addons/dialogic/Documentation/Content/FAQ/Signals.md
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# How do I use signals with Dialogic?
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## Emit Signal event
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You can learn more about how to use this event in its own documentation page in the Events folder.
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## Other signals
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You can also listen to Dialogic using four preset signals:
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- **event_end** and **event_start** are emitted for each event in your timeline
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- **timeline_end** and **timeline_start** are emitted when a timeline starts and ends.
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You can connect signals using the editor or via code:
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```gdscript
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func start_dialog():
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var dialog = Dialogic.start("my_timeline")
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dialog.connect("timeline_end", self, "dialog_ended")
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add_node(dialog)
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```
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# What license?
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**May I use Dialogic in one of my projects?**
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Yes, you may use Dialogic to make any kind of game - even commercial ones! The project is developed under the [MIT License](https://github.com/coppolaemilio/dialogic/blob/master/LICENSE). All we ask is that you please remember to credit us in your project!
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# Creating timeline in code?
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**Can I create a timeline using GDScript?**
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Yes! It's a bit harder since you will have to create each event yourself, and each event has to be **valid.** To get an idea for how to build one properly, open an already created timeline with a text editor and see how we set ours up as an example for yourself. We'll be adding a better tutorial and documentation on this process eventually.
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Here's a simple example:
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```
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func _ready():
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var gdscript_dialog = Dialogic.start('')
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gdscript_dialog.dialog_node.dialog_script = {
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"events":[
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{ 'event_id':'dialogic_001', "text": "This dialog was created using GDScript!"}
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]
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}
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add_child(gdscript_dialog)
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```
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# Custom portraits
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You can define custom portraits that are animated or have particle effects and shaders by selecting a path to a scene (*.tscn) rather than to an image in the character screen. Your custom scene can be a Control node, a sprite or an animated sprite. When selecting a Node2D Dialogic might be unable to access its intended dimensions due to the nature of Node2D not having a specific size attribute defined.
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# Enable/start dialog?
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**How can I make my dialogue show up in game?**
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There are two ways of doing this: you can use GDScript or the Scene Editor.
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Using the `Dialogic` class, you can add dialog nodes from code easily:
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```
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var new_dialog = Dialogic.start('Your Timeline Name Here')
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add_child(new_dialog)
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```
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Using the editor, you can drag and drop the scene located at `/addons/dialogic/Dialog.tscn` and set the current timeline via the Inspector.
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# How to change the input?
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Dialogic uses a godot `Input Action` for the so called `"action key"`. You can create a new `Input Action` in the `Project Settings` under `Input Map`. Then you can select the action key in the dialogic settings.
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This way you can use anything from mouse buttons to controler buttons or all of them together.
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# Why a plugin?
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**The plugin is cool! Why is it not shipped with Godot?**
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I see a lot of people saying that the plugin should come with Godot, but I believe this should stay as a plugin since most of the people making games won't be using it. I'm flattered by your comments but this will remain a plugin :)
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# Show portraits?
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**Portraits not showing in game?**
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In order to make the characters show up on the screen, you need to make them join your current scene using the [Character Join](../Events/001.md).
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If you used the join event and still don't see them, you should try modifying the offset and scale values in your character's portrait until they do appear.
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# Text box to big?
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**My resolution is too small and my dialog box is too big. Help!**
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The scale of dialogue boxes and text are set in the Theme selected for the project. If your resolution is too small, the default one may be too big. Create a new theme and make the box and text sizes smaller until it fits appropriately.
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# Is there touch/tap support?
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**How can I allow touch/tap to advance the dialog?**
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'Tap to advance dialog' is supported by default as of release 1.4.2.
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By default an invisible 'Touch Button' covers the full screen when Dialog is shown, so a tap anywhere will advance dialog. If you do not want automatic resizing and full screen touch first uncheck the 'Tap area covers full screen' setting:
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Next go to the **DialogNode.tscn**
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And find the **TouchScreenButton** node
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In the inspector, make the shape visible so you can edit it
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Then resize it to your hearts content.
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**How can I select choices with touch/tap?**
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Choice buttons are simply normal Godot UI buttons. This means by default only a mouse click will work on them. If you wish for otouch tap support you have 2 options
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1) Emulate Mouse From Touch in your project settings
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2) Edit the **ChoiceButton.tscn**
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And attach or replace it with a touch buttons as your project demands.
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# Why not graph nodes?
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**Why doesn't Dialogic use graph nodes?**
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Because of how the graph nodes are arranged, the screen gets full of UI elements and it gets harder to follow.
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If you want to use graph based editors, you can try [Levraut's LE Dialogue Editor](https://levrault.itch.io/le-dialogue-editor) or [EXP Godot Dialog System](https://github.com/EXPWorlds/Godot-Dialog-System).
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