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If an AcceptDialog has a label child and no dialog text, speak the label as if it were text.
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@ -55,11 +55,20 @@ func _guess_label():
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func _accept_dialog_speak():
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func _accept_dialog_speak():
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var text
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if node.dialog_text != "":
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if node.dialog_text != "":
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TTS.speak("Dialog: %s" % node.dialog_text, false)
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text = node.dialog_text
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else:
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for c in node.get_children():
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if c is Label:
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text = c.text
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if text:
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TTS.speak("Dialog: %s" % text, false)
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else:
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TTS.speak("Dialog", false)
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func accept_dialog_focused():
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func _accept_dialog_focused():
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_accept_dialog_speak()
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_accept_dialog_speak()
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if node.get_parent() and node.get_parent().is_class("ProjectSettingsEditor"):
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if node.get_parent() and node.get_parent().is_class("ProjectSettingsEditor"):
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yield(node.get_tree().create_timer(5), "timeout")
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yield(node.get_tree().create_timer(5), "timeout")
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@ -591,7 +600,7 @@ func focused():
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if node is MenuButton:
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if node is MenuButton:
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menu_button_focused()
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menu_button_focused()
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elif node is AcceptDialog:
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elif node is AcceptDialog:
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accept_dialog_focused()
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_accept_dialog_focused()
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elif node is CheckBox:
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elif node is CheckBox:
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checkbox_focused()
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checkbox_focused()
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elif node is CheckButton:
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elif node is CheckButton:
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