meat_madness_redux/godot/addons/dialogic/Documentation/Content/Events/040.md

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Emit Signal

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The Emit Signal event will emit the signal dialogic_signal of the current dialog node and pass the given string as an argument. The event does NOT create a new signal!

If you instance your timeline via script, use code similar to this:

func start_dialog():
	var dialog = Dialogic.start("my_timeline")
	dialog.connect("dialogic_signal", self, "dialog_listener")
	add_child(dialog)

func dialog_listener(string):
	match string:
		"quest_point_two":
			# do something
			pass

If you instanced the scene using the editor, you can connect the signal like normal in Godot from the NODE TAB > Signals.

If you don't know about signals you should definitely learn about them. For example here.