Pause mode for dialogue

This commit is contained in:
Marco 2025-02-24 10:50:14 +01:00
commit 6a2802281c
3 changed files with 34 additions and 16 deletions

View file

@ -21,12 +21,13 @@ public partial class DialogueStarter : ChainActivable
_gameManager = this.GetGameManager();
_dialogic = GetNode("/root/Dialogic");
_dialogic.ProcessMode = ProcessModeEnum.Always;
}
private void OnTimelineEnded()
{
if (_dialogic.IsConnected("timeline_ended", Callable.From(OnTimelineEnded)))
_gameManager.ChangeState(GameState.Playing);
if (_dialogic.IsConnected("timeline_ended", Callable.From(OnTimelineEnded)))
{
_dialogic.Disconnect("timeline_ended", Callable.From(OnTimelineEnded));
}
@ -36,11 +37,12 @@ public partial class DialogueStarter : ChainActivable
public override void Activate(ActivationType activationType = ActivationType.Toggle)
{
_gameManager.ChangeState(GameState.Dialogue);
_dialogic.Connect("timeline_ended", Callable.From(OnTimelineEnded));
_dialogic.Call("start", _trackName);
var dialogicNode = _dialogic.Call("start", _trackName);
((Node)dialogicNode).ProcessMode = ProcessModeEnum.Always;
_gameManager.ChangeState(GameState.Dialogue);
// Script dialogic = ResourceLoader.Load("res://addons/dialogic/Other/DialogicClass.gd") as Script;
// var dialog = (Node) dialogic.Call("start","timeline");
// AddChild(dialog);

View file

@ -307,6 +307,23 @@ public partial class GameManager : Node2D
GameState = state;
EmitSignal(nameof(GameStateChange), (int)GameState);
GD.Print($"Game state changed to {state}");
switch (state)
{
case GameState.Menu:
GetTree().SetPause(false);
break;
case GameState.Paused:
case GameState.Dialogue:
GetTree().SetPause(true);
break;
case GameState.Playing:
GetTree().SetPause(false);
break;
case GameState.Controlling:
GetTree().SetPause(false);
break;
}
}
}

View file

@ -12,39 +12,38 @@ public partial class DialogueStartEvent : EventResource
public override void Init(Node2D parent)
{
_gameManager = parent.GetGameManager();
_gameManager = parent.GetGameManager();
_dialogic = parent.GetNode("/root/Dialogic");
_dialogic.ProcessMode = Node.ProcessModeEnum.Always;
}
public override void Start(Node2D parent)
{
_gameManager.ChangeState(GameState.Dialogue);
_dialogic.Connect("timeline_ended", Callable.From(OnTimelineEnded));
_dialogic.Call("start", TimelineName);
var dialogicNode =_dialogic.Call("start", TimelineName);
((Node)dialogicNode).ProcessMode = Node.ProcessModeEnum.Always;
_gameManager.ChangeState(GameState.Dialogue);
}
private void OnTimelineEnded()
{
_gameManager.ChangeState(GameState.Playing);
if (_dialogic.IsConnected("timeline_ended", Callable.From(OnTimelineEnded)))
{
_dialogic.Disconnect("timeline_ended", Callable.From(OnTimelineEnded));
}
DialogueEndAction();
}
private void DialogueEndAction()
{
_gameManager.ChangeState(GameState.Playing);
_isComplete = true;
}
public override void UpdateEvent(double delta)
{
}
public override bool IsComplete()