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Text Reveal Skippable Potential Fix #2183

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@StrangeLost StrangeLost commented Apr 15, 2024

Text Reveal Skippable timer doesn't trigger at the very first dialogue text that appears, and to dialogues right after a choice. This fixes that by connecting the signals in DialogicGameHandler timeline_started(), timeline_ended(), and state_changed() to event_text.gd.

This fixes unintended behaviours where supposedly unskippable texts somehow got skip, and player getting stuck waiting for the remainder of Text Reveal Skippable Delay to finish even though texts is already finished (This one is an edge case, for example if your delay timer is above 3s or 5s).

StrangeLost and others added 2 commits April 16, 2024 00:09
`Text Reveal Skippable` doesn't trigger at the very first dialogue text that appears. This fixes that by connecting the signals in `DialogicGameHandler` (timeline_started(), timeline_ended(), and state_changed()) to `event_text.gd`.

This fixes unintended behaviours where unskippable texts somehow got skip, and player getting stuck waiting for the remainder of `Text Reveal Skippable Delay` to finish even though texts is already finished (This one is an edge case).
Jowan-Spooner added a commit that referenced this pull request Apr 18, 2024
- should replace #2183

Thanks so much to @StrangeLost to bringing this to my attention and providing a MRP!

- uses is_action_JUST_pressed for input handling, avoiding issues where by having the mouse pressed and moving while advancing, you could trigger advance twice.
- move skip delay blocking to the beginning of text events
- expose "Advance Delay"
- cleanup text settings scene/script
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