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

@ -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()