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Game state manager and restored inventory
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parent
f0f49f8fb4
commit
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27 changed files with 1283 additions and 1175 deletions
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@ -1,4 +1,5 @@
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using Godot;
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using Cirno.Scripts.Utils;
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using Godot;
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using Godot.Collections;
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namespace Cirno.Scripts.Activables;
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@ -36,7 +37,7 @@ public partial class DialogueStarter : ChainActivable
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private void OnTimelineEnded()
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{
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_gameManager.ChangeState(GameState.Playing);
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GameStateManager.SetState(GameState.Playing);
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if (_dialogic.IsConnected("timeline_ended", Callable.From(OnTimelineEnded)))
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{
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_dialogic.Disconnect("timeline_ended", Callable.From(OnTimelineEnded));
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@ -60,7 +61,7 @@ public partial class DialogueStarter : ChainActivable
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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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GameStateManager.SetState(GameState.Dialogue);
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return true;
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// Script dialogic = ResourceLoader.Load("res://addons/dialogic/Other/DialogicClass.gd") as Script;
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@ -73,7 +74,7 @@ public partial class DialogueStarter : ChainActivable
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{
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_dialogueActive = false;
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Hud.Instance?.HideHud();
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_gameManager.ChangeState(GameState.Playing);
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GameStateManager.SetState(GameState.Playing);
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ActivateTargets();
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// foreach (var activationTarget in _dialogueEndActivationTargets)
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// {
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