Custom dialogue node

This commit is contained in:
Marco 2025-10-09 10:20:03 +02:00
commit 74dcd6d90c
3 changed files with 50 additions and 14 deletions

View file

@ -11,7 +11,9 @@ public partial class DialogueTools : RefCounted
private DialogueSkipListener _listener;
private StringName TimelineName;
private GodotObject _timelineContent;
public void Init(Node parent, StringName timelineName)
{
_dialogic = parent.GetNode("/root/Dialogic");
@ -19,6 +21,21 @@ public partial class DialogueTools : RefCounted
TimelineName = timelineName;
}
public void Init(Node parent, string timelineContent)
{
_dialogic = parent.GetNode("/root/Dialogic");
_dialogic.ProcessMode = Node.ProcessModeEnum.Always;
var contentArray = timelineContent.Split('\n');
var timelineScript = GD.Load<GDScript>("res://addons/dialogic/Resources/timeline.gd");
var timelineResource = (GodotObject)timelineScript.New();
timelineResource.Set("events", contentArray);
_timelineContent = timelineResource;
}
public void Start(Node parent)
{
if (GlobalState.Instance.SessionSettings.SkipDialogues)
@ -26,18 +43,18 @@ public partial class DialogueTools : RefCounted
DialogueEndAction();
return;
}
CreateSkipListener(parent);
Hud.Instance?.HideHud();
_dialogic.Connect("timeline_ended", Callable.From(OnTimelineEnded));
var dialogicNode =_dialogic.Call("start", TimelineName.ToString());
var dialogicNode = _dialogic.Call("start", string.IsNullOrWhiteSpace(TimelineName) ? _timelineContent : TimelineName.ToString());
((Node)dialogicNode).ProcessMode = Node.ProcessModeEnum.Always;
ChangeState(GameState.Dialogue);
}
private void ChangeState(GameState state)
{
GameStateManager.Instance.ChangeState(state);
@ -74,5 +91,4 @@ public partial class DialogueTools : RefCounted
{
_isComplete = true;
}
}