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https://gitlab.com/MaddoScientisto/cirnogodot.git
synced 2026-06-19 15:33:48 +00:00
Pause mode for dialogue
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parent
ac923941c3
commit
6a2802281c
3 changed files with 34 additions and 16 deletions
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@ -21,12 +21,13 @@ public partial class DialogueStarter : ChainActivable
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_gameManager = this.GetGameManager();
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_gameManager = this.GetGameManager();
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_dialogic = GetNode("/root/Dialogic");
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_dialogic = GetNode("/root/Dialogic");
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_dialogic.ProcessMode = ProcessModeEnum.Always;
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}
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}
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private void OnTimelineEnded()
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private void OnTimelineEnded()
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{
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{
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_gameManager.ChangeState(GameState.Playing);
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if (_dialogic.IsConnected("timeline_ended", Callable.From(OnTimelineEnded)))
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if (_dialogic.IsConnected("timeline_ended", Callable.From(OnTimelineEnded)))
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{
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{
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_dialogic.Disconnect("timeline_ended", Callable.From(OnTimelineEnded));
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_dialogic.Disconnect("timeline_ended", Callable.From(OnTimelineEnded));
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}
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}
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@ -36,11 +37,12 @@ public partial class DialogueStarter : ChainActivable
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public override void Activate(ActivationType activationType = ActivationType.Toggle)
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public override void Activate(ActivationType activationType = ActivationType.Toggle)
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{
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{
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_gameManager.ChangeState(GameState.Dialogue);
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_dialogic.Connect("timeline_ended", Callable.From(OnTimelineEnded));
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_dialogic.Connect("timeline_ended", Callable.From(OnTimelineEnded));
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_dialogic.Call("start", _trackName);
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var dialogicNode = _dialogic.Call("start", _trackName);
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((Node)dialogicNode).ProcessMode = ProcessModeEnum.Always;
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_gameManager.ChangeState(GameState.Dialogue);
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// Script dialogic = ResourceLoader.Load("res://addons/dialogic/Other/DialogicClass.gd") as Script;
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// Script dialogic = ResourceLoader.Load("res://addons/dialogic/Other/DialogicClass.gd") as Script;
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// var dialog = (Node) dialogic.Call("start","timeline");
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// var dialog = (Node) dialogic.Call("start","timeline");
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// AddChild(dialog);
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// AddChild(dialog);
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@ -307,6 +307,23 @@ public partial class GameManager : Node2D
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GameState = state;
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GameState = state;
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EmitSignal(nameof(GameStateChange), (int)GameState);
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EmitSignal(nameof(GameStateChange), (int)GameState);
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GD.Print($"Game state changed to {state}");
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GD.Print($"Game state changed to {state}");
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switch (state)
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{
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case GameState.Menu:
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GetTree().SetPause(false);
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break;
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case GameState.Paused:
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case GameState.Dialogue:
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GetTree().SetPause(true);
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break;
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case GameState.Playing:
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GetTree().SetPause(false);
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break;
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case GameState.Controlling:
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GetTree().SetPause(false);
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break;
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}
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}
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}
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}
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}
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@ -12,39 +12,38 @@ public partial class DialogueStartEvent : EventResource
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public override void Init(Node2D parent)
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public override void Init(Node2D parent)
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{
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{
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_gameManager = parent.GetGameManager();
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_gameManager = parent.GetGameManager();
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_dialogic = parent.GetNode("/root/Dialogic");
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_dialogic = parent.GetNode("/root/Dialogic");
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_dialogic.ProcessMode = Node.ProcessModeEnum.Always;
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}
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}
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public override void Start(Node2D parent)
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public override void Start(Node2D parent)
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{
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{
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_gameManager.ChangeState(GameState.Dialogue);
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_dialogic.Connect("timeline_ended", Callable.From(OnTimelineEnded));
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_dialogic.Connect("timeline_ended", Callable.From(OnTimelineEnded));
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_dialogic.Call("start", TimelineName);
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var dialogicNode =_dialogic.Call("start", TimelineName);
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((Node)dialogicNode).ProcessMode = Node.ProcessModeEnum.Always;
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_gameManager.ChangeState(GameState.Dialogue);
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}
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}
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private void OnTimelineEnded()
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private void OnTimelineEnded()
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{
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{
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_gameManager.ChangeState(GameState.Playing);
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if (_dialogic.IsConnected("timeline_ended", Callable.From(OnTimelineEnded)))
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if (_dialogic.IsConnected("timeline_ended", Callable.From(OnTimelineEnded)))
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{
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{
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_dialogic.Disconnect("timeline_ended", Callable.From(OnTimelineEnded));
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_dialogic.Disconnect("timeline_ended", Callable.From(OnTimelineEnded));
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}
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}
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DialogueEndAction();
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DialogueEndAction();
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}
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}
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private void DialogueEndAction()
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private void DialogueEndAction()
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{
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{
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_gameManager.ChangeState(GameState.Playing);
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_isComplete = true;
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_isComplete = true;
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}
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}
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public override void UpdateEvent(double delta)
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public override void UpdateEvent(double delta)
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{
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{
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}
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}
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public override bool IsComplete()
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public override bool IsComplete()
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