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);