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Small Documentation fix (dialogic-godot#467)
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Jowan-Spooner authored Aug 18, 2021
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Expand Up @@ -13,7 +13,12 @@ A custom event is made up of a couple of parts:
**The event block** is the scene that will be shown in the timeline editor. It needs to inherit Dialogic's `EventTemplate.tscn` scene (more on that later).

In most cases you will additionally need scenes that have all the setting controls in them. These will be the "content" of your event block.
These scenes will have to extend the `EventPart.gd` script. You can use an easy script template.
These scenes will have to extend the `EventPart.gd` script (more on that later too).

Here is a very simple example of an `EventBlock`:
![EventBlock](./Images/EventBlock.png)
It contains two EventParts, a header and a body.


### The event handling script
... is what contains the logic: what will happen when your event happens in the game?
Expand Down Expand Up @@ -74,11 +79,8 @@ The content of an EventBlock is seperated as `EventParts`. This allows for some
There are two places EventParts can be in an EventBlock: The Header (always visible) and the Body (can be hidden).
*EventParts can also contain other EventParts, but it wont be necessary for most custom events.*

Here is a very simple example of an `EventBlock`:
![EventBlock](./Images/EventBlock.png)
*An EventBlock does not have to have a body nor a header EventPart.*


There is already a simple example `EventPart` (Script and Scene) included. You can change it as much as you want.

In `load_data()` you will need to set the values of your control nodes.
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