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Hmm... It should only start a timeline if a timeline was playing when Dialogic.Save.save() was called. |
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Dialogic.Save.load() will automatically start a new timeline, which will create an instance of default_layout_base.tscn and add it to the scene tree. I only wanted to load some stored variables, but a CanvasLayer node named DialogicLayout_VisualNovelStyle added to the tree blocked my mouse UI Inputs.
Dialogic.end_timeline() can remove the node, so the problem fixed, but I still wonder:
With Dialogic.start(), I have to give it a parameter which is the name of the timeline started. But with Dialogic.Save.load(), it doesn't require a parameter and always starts a timeline even when the saved didn't contain any timeline. And I wonder what the timeline started by the load() is?
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