Game state manager and restored inventory

This commit is contained in:
Marco 2025-06-25 15:36:50 +02:00
commit a0ec2f3d74
27 changed files with 1283 additions and 1175 deletions

View file

@ -1,4 +1,5 @@
using Godot;
using Cirno.Scripts.Utils;
using Godot;
using Godot.Collections;
namespace Cirno.Scripts.Activables;
@ -36,7 +37,7 @@ public partial class DialogueStarter : ChainActivable
private void OnTimelineEnded()
{
_gameManager.ChangeState(GameState.Playing);
GameStateManager.SetState(GameState.Playing);
if (_dialogic.IsConnected("timeline_ended", Callable.From(OnTimelineEnded)))
{
_dialogic.Disconnect("timeline_ended", Callable.From(OnTimelineEnded));
@ -60,7 +61,7 @@ public partial class DialogueStarter : ChainActivable
var dialogicNode = _dialogic.Call("start", _trackName);
((Node)dialogicNode).ProcessMode = ProcessModeEnum.Always;
_gameManager.ChangeState(GameState.Dialogue);
GameStateManager.SetState(GameState.Dialogue);
return true;
// Script dialogic = ResourceLoader.Load("res://addons/dialogic/Other/DialogicClass.gd") as Script;
@ -73,7 +74,7 @@ public partial class DialogueStarter : ChainActivable
{
_dialogueActive = false;
Hud.Instance?.HideHud();
_gameManager.ChangeState(GameState.Playing);
GameStateManager.SetState(GameState.Playing);
ActivateTargets();
// foreach (var activationTarget in _dialogueEndActivationTargets)
// {