Disable HUD on dialogue

This commit is contained in:
Marco 2025-04-01 13:44:23 +02:00
commit b5e691398e
2 changed files with 6 additions and 0 deletions

View file

@ -190,6 +190,9 @@ public partial class GlobalState : Node
public void SaveGame() public void SaveGame()
{ {
var items = InventoryManager.Instance.Save(); var items = InventoryManager.Instance.Save();
SessionSettings.Items = items;
var serializedSavedata = new Godot.Collections.Dictionary<string, Variant>() var serializedSavedata = new Godot.Collections.Dictionary<string, Variant>()
{ {
{ "Items", items }, { "Items", items },

View file

@ -25,6 +25,8 @@ public partial class DialogueStartEvent : EventResource
return; return;
} }
Hud.Instance?.HideHud();
_dialogic.Connect("timeline_ended", Callable.From(OnTimelineEnded)); _dialogic.Connect("timeline_ended", Callable.From(OnTimelineEnded));
var dialogicNode =_dialogic.Call("start", TimelineName.ToString()); var dialogicNode =_dialogic.Call("start", TimelineName.ToString());
@ -34,6 +36,7 @@ public partial class DialogueStartEvent : EventResource
private void OnTimelineEnded() private void OnTimelineEnded()
{ {
Hud.Instance?.ShowHud();
_gameManager.ChangeState(GameState.Playing); _gameManager.ChangeState(GameState.Playing);
if (_dialogic.IsConnected("timeline_ended", Callable.From(OnTimelineEnded))) if (_dialogic.IsConnected("timeline_ended", Callable.From(OnTimelineEnded)))
{ {