From b5e691398e37ea363c6d3151adf4aab3dfffe9cc Mon Sep 17 00:00:00 2001 From: Marco Date: Tue, 1 Apr 2025 13:44:23 +0200 Subject: [PATCH] Disable HUD on dialogue --- Scripts/GlobalState.cs | 3 +++ Scripts/Resources/Events/DialogueStartEvent.cs | 3 +++ 2 files changed, 6 insertions(+) diff --git a/Scripts/GlobalState.cs b/Scripts/GlobalState.cs index 870c6771..735c908b 100644 --- a/Scripts/GlobalState.cs +++ b/Scripts/GlobalState.cs @@ -190,6 +190,9 @@ public partial class GlobalState : Node public void SaveGame() { var items = InventoryManager.Instance.Save(); + + SessionSettings.Items = items; + var serializedSavedata = new Godot.Collections.Dictionary() { { "Items", items }, diff --git a/Scripts/Resources/Events/DialogueStartEvent.cs b/Scripts/Resources/Events/DialogueStartEvent.cs index 34f4666c..cf364eff 100644 --- a/Scripts/Resources/Events/DialogueStartEvent.cs +++ b/Scripts/Resources/Events/DialogueStartEvent.cs @@ -25,6 +25,8 @@ public partial class DialogueStartEvent : EventResource return; } + Hud.Instance?.HideHud(); + _dialogic.Connect("timeline_ended", Callable.From(OnTimelineEnded)); var dialogicNode =_dialogic.Call("start", TimelineName.ToString()); @@ -34,6 +36,7 @@ public partial class DialogueStartEvent : EventResource private void OnTimelineEnded() { + Hud.Instance?.ShowHud(); _gameManager.ChangeState(GameState.Playing); if (_dialogic.IsConnected("timeline_ended", Callable.From(OnTimelineEnded))) {