Dialogue skipping

This commit is contained in:
Marco 2025-05-08 13:37:50 +02:00
commit a7b984328b
6 changed files with 82 additions and 15 deletions

View file

@ -7,13 +7,14 @@ public partial class DialogueStarter : ChainActivable
{
[Export] private string _trackName = "timeline";
[Export] public StringName PauseActionName { get; private set; } = "pause";
//[Export] private Array<Node2D> _dialogueEndActivationTargets;
private Node _dialogic;
private GameManager _gameManager;
private bool _dialogueActive = false;
public override void _Ready()
{
base._Ready();
@ -23,6 +24,15 @@ public partial class DialogueStarter : ChainActivable
_dialogic = GetNode("/root/Dialogic");
_dialogic.ProcessMode = ProcessModeEnum.Always;
}
public override void _Process(double delta)
{
if (!_dialogueActive) return;
if (Input.IsActionJustPressed(PauseActionName))
{
_dialogic.Call("end_timeline");
}
}
private void OnTimelineEnded()
{
@ -37,6 +47,7 @@ public partial class DialogueStarter : ChainActivable
public override bool Activate(ActivationType activationType = ActivationType.Toggle)
{
_dialogueActive = true;
if (GlobalState.Instance.SessionSettings.SkipDialogues)
{
DialogueEndAction();
@ -57,6 +68,7 @@ public partial class DialogueStarter : ChainActivable
private void DialogueEndAction()
{
_dialogueActive = false;
_gameManager.ChangeState(GameState.Playing);
ActivateTargets();
// foreach (var activationTarget in _dialogueEndActivationTargets)