Comments (3)
Have you added all of the auto-generated .translation
files to the project (under the Localization tab in Project Settings)?
from godot_dialogue_manager.
Have you added all of the auto-generated
.translation
files to the project (under the Localization tab in Project Settings)?
Yes. The point is that translation works inside the node, but to see that translation happend you have to scroll to the next line of dialogue. And if the default locale is "en", then you donβt have to scroll to the next line of dialogue and text translates instantly.
Here is simple project that reproduces bug. You should launch dialogue file and press F and G to switch between languages.
test.zip
from godot_dialogue_manager.
I'll look at adding something like that to the example balloon but for now you can add this to yours and it should be fine:
func _notification(what: int) -> void:
# Detect a change of locale and update the current dialogue line to show the new language
if what == NOTIFICATION_TRANSLATION_CHANGED:
self.dialogue_line = await resource.get_next_dialogue_line(dialogue_line.id)
dialogue_label.skip_typing()
The line needs to be fetched again to account for any variables that might need to be resolved.
from godot_dialogue_manager.
Related Issues (20)
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- Cant call dialogue by code HOT 5
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