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# Emit Signal
![image](./Images/Event_Emit_Signal.PNG)
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 dialog via script, use a code similar to this:
`func start_dialog():
var dialog = Dialogic.start("my_timeline")
dialog.connect("dialogic_signal", self, "dialog_listener")
add_node(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 you would always do in Godot from the `NODE TAB > Signals`.
*If you don't know about signals you should definitely learn about them. For example [here](https://docs.godotengine.org/en/stable/getting_started/step_by_step/signals.html).*