Chain activables

This commit is contained in:
Marco 2025-02-13 13:44:44 +01:00
commit 77b18d250e
5 changed files with 144 additions and 32 deletions

View file

@ -3,12 +3,12 @@ using Godot.Collections;
namespace Cirno.Scripts.Activables;
public partial class DialogueStarter : Activable
public partial class DialogueStarter : ChainActivable
{
[Export] private string _trackName = "timeline";
[Export] private Array<Node2D> _dialogueEndActivationTargets;
//[Export] private Array<Node2D> _dialogueEndActivationTargets;
private Node _dialogic;
@ -50,24 +50,25 @@ public partial class DialogueStarter : Activable
private void DialogueEndAction()
{
_gameManager.ChangeState(GameState.Playing);
foreach (var activationTarget in _dialogueEndActivationTargets)
{
ActivateTarget(activationTarget);
}
ActivateTargets();
// foreach (var activationTarget in _dialogueEndActivationTargets)
// {
// ActivateTarget(activationTarget);
// }
}
private bool ActivateTarget(Node2D activationTarget)
{
if (activationTarget is not IActivable target)
{
GD.PrintErr($"Target {activationTarget.Name} is not activable");
return false;
}
target?.Activate();
GD.Print($"{activationTarget.Name} activated");
return true;
}
// private bool ActivateTarget(Node2D activationTarget)
// {
// if (activationTarget is not IActivable target)
// {
// GD.PrintErr($"Target {activationTarget.Name} is not activable");
// return false;
// }
//
// target?.Activate();
//
// GD.Print($"{activationTarget.Name} activated");
//
// return true;
// }
}