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(); _gameManager = this.GetGameManager();
_dialogic = GetNode("/root/Dialogic"); _dialogic = GetNode("/root/Dialogic");
_dialogic.ProcessMode = ProcessModeEnum.Always;
} }
private void OnTimelineEnded() private void OnTimelineEnded()
{ {
_gameManager.ChangeState(GameState.Playing);
if (_dialogic.IsConnected("timeline_ended", Callable.From(OnTimelineEnded))) if (_dialogic.IsConnected("timeline_ended", Callable.From(OnTimelineEnded)))
{ {
_dialogic.Disconnect("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) public override void Activate(ActivationType activationType = ActivationType.Toggle)
{ {
_gameManager.ChangeState(GameState.Dialogue);
_dialogic.Connect("timeline_ended", Callable.From(OnTimelineEnded)); _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; // Script dialogic = ResourceLoader.Load("res://addons/dialogic/Other/DialogicClass.gd") as Script;
// var dialog = (Node) dialogic.Call("start","timeline"); // var dialog = (Node) dialogic.Call("start","timeline");
// AddChild(dialog); // AddChild(dialog);

View file

@ -307,6 +307,23 @@ public partial class GameManager : Node2D
GameState = state; GameState = state;
EmitSignal(nameof(GameStateChange), (int)GameState); EmitSignal(nameof(GameStateChange), (int)GameState);
GD.Print($"Game state changed to {state}"); GD.Print($"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) public override void Init(Node2D parent)
{ {
_gameManager = parent.GetGameManager(); _gameManager = parent.GetGameManager();
_dialogic = parent.GetNode("/root/Dialogic"); _dialogic = parent.GetNode("/root/Dialogic");
_dialogic.ProcessMode = Node.ProcessModeEnum.Always;
} }
public override void Start(Node2D parent) public override void Start(Node2D parent)
{ {
_gameManager.ChangeState(GameState.Dialogue);
_dialogic.Connect("timeline_ended", Callable.From(OnTimelineEnded)); _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() private void OnTimelineEnded()
{ {
_gameManager.ChangeState(GameState.Playing);
if (_dialogic.IsConnected("timeline_ended", Callable.From(OnTimelineEnded))) if (_dialogic.IsConnected("timeline_ended", Callable.From(OnTimelineEnded)))
{ {
_dialogic.Disconnect("timeline_ended", Callable.From(OnTimelineEnded)); _dialogic.Disconnect("timeline_ended", Callable.From(OnTimelineEnded));
} }
DialogueEndAction(); DialogueEndAction();
} }
private void DialogueEndAction() private void DialogueEndAction()
{ {
_gameManager.ChangeState(GameState.Playing);
_isComplete = true; _isComplete = true;
} }
public override void UpdateEvent(double delta) public override void UpdateEvent(double delta)
{ {
} }
public override bool IsComplete() public override bool IsComplete()