cirnogodot/Scripts/Resources/Events/DialogueStartEvent.cs

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using Godot;
namespace Cirno.Scripts.Resources.Events;
[GlobalClass]
public partial class DialogueStartEvent : EventResource
{
[Export] public string TimelineName = "timeline";
private Node _dialogic;
private GameManager _gameManager;
private bool _isComplete = false;
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public override void Init(Node2D parent)
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{
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_gameManager = parent.GetGameManager();
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_dialogic = parent.GetNode("/root/Dialogic");
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_dialogic.ProcessMode = Node.ProcessModeEnum.Always;
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}
public override void Start(Node2D parent)
{
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_dialogic.Connect("timeline_ended", Callable.From(OnTimelineEnded));
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var dialogicNode =_dialogic.Call("start", TimelineName);
((Node)dialogicNode).ProcessMode = Node.ProcessModeEnum.Always;
_gameManager.ChangeState(GameState.Dialogue);
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}
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private void OnTimelineEnded()
{
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_gameManager.ChangeState(GameState.Playing);
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if (_dialogic.IsConnected("timeline_ended", Callable.From(OnTimelineEnded)))
{
_dialogic.Disconnect("timeline_ended", Callable.From(OnTimelineEnded));
}
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DialogueEndAction();
}
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private void DialogueEndAction()
{
_isComplete = true;
}
public override void UpdateEvent(double delta)
{
}
public override bool IsComplete()
{
return _isComplete;
}
}