Mapping and modeling

This commit is contained in:
MaddoScientisto 2025-06-21 21:00:57 +02:00
commit 7ea1016253
23 changed files with 922 additions and 575 deletions

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@ -2,7 +2,7 @@
namespace Cirno.Scripts.Misc;
public partial class DialogueSkipListener : Node2D
public partial class DialogueSkipListener : Node
{
[Export] public StringName PauseActionName { get; private set; }= "pause";

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using Cirno.Scripts.Misc;
using Godot;
namespace Cirno.Scripts.Resources.Events._3D;
[GlobalClass]
public partial class GenericDialogueStartEvent : EventResource
{
[Export] public StringName TimelineName = "timeline";
private Node _dialogic;
private GameManager _gameManager;
private bool _isComplete = false;
private DialogueSkipListener _listener;
public override void Init(Node2D parent)
{
_gameManager = parent.GetGameManager();
_dialogic = parent.GetNode("/root/Dialogic");
_dialogic.ProcessMode = Node.ProcessModeEnum.Always;
}
public override void Start(Node2D parent)
{
if (GlobalState.Instance.SessionSettings.SkipDialogues)
{
DialogueEndAction();
return;
}
CreateSkipListener(parent);
Hud.Instance?.HideHud();
_dialogic.Connect("timeline_ended", Callable.From(OnTimelineEnded));
var dialogicNode =_dialogic.Call("start", TimelineName.ToString());
((Node)dialogicNode).ProcessMode = Node.ProcessModeEnum.Always;
_gameManager.ChangeState(GameState.Dialogue);
}
private void CreateSkipListener(Node2D parent)
{
_listener = new DialogueSkipListener();
parent.AddChild(_listener);
_listener.ProcessMode = Node.ProcessModeEnum.Always;
_listener.Skipped += ListenerOnSkipped;
}
private void ListenerOnSkipped()
{
_listener.Skipped -= ListenerOnSkipped;
_listener.QueueFree();
_dialogic.Call("end_timeline");
}
private void OnTimelineEnded()
{
Hud.Instance?.ShowHud();
_gameManager.ChangeState(GameState.Playing);
if (_dialogic.IsConnected("timeline_ended", Callable.From(OnTimelineEnded)))
{
_dialogic.Disconnect("timeline_ended", Callable.From(OnTimelineEnded));
}
DialogueEndAction();
}
private void DialogueEndAction()
{
_isComplete = true;
}
public override void UpdateEvent(double delta)
{
}
public override bool IsComplete()
{
return _isComplete;
}
}

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uid://no0it4lihfx

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using Godot;
namespace Cirno.Scripts.Resources.Events._3D;
[GlobalClass]
public abstract partial class GenericEventResource : Resource
{
[Export] public bool WaitForCompletion = true;
public abstract void Init(Node parent);
public abstract void Start(Node parent);
public abstract void UpdateEvent(double delta);
public abstract bool IsComplete();
}

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uid://bqks7hwwiulk6