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https://gitlab.com/MaddoScientisto/cirnogodot.git
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Updated dialogic
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parent
1d11462073
commit
cbb82512ee
483 changed files with 5743 additions and 2177 deletions
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@ -8,6 +8,10 @@ signal style_changed(info:Dictionary)
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#region STATE
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####################################################################################################
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func _ready() -> void:
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DialogicStylesUtil.update_style_directory()
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func clear_game_state(_clear_flag := DialogicGameHandler.ClearFlags.FULL_CLEAR) -> void:
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pass
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@ -33,7 +37,7 @@ func change_style(style_name := "", is_base_style := true) -> Node:
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## [br] If [param state_reload] is true, the current state will be loaded into a new layout scenes nodes.
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## That should not be done before calling start() or load() as it would be unnecessary or cause double-loading.
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func load_style(style_name := "", parent: Node = null, is_base_style := true, state_reload := false) -> Node:
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var style := DialogicUtil.get_style_by_name(style_name)
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var style := DialogicStylesUtil.get_style(style_name)
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var signal_info := {'style':style_name}
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dialogic.current_state_info['style'] = style_name
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@ -51,7 +55,7 @@ func load_style(style_name := "", parent: Node = null, is_base_style := true, st
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return previous_layout
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# If this has the same scene setup, just apply the new overrides
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elif previous_layout.get_meta('style') == style.get_inheritance_root():
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elif previous_layout.get_meta('style') == style.get_inheritance_root() or previous_layout.get_meta('style').get_inheritance_root() == style.get_inheritance_root():
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DialogicUtil.apply_scene_export_overrides(previous_layout, style.get_layer_inherited_info("").overrides)
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var index := 0
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for layer in previous_layout.get_layers():
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@ -92,7 +96,7 @@ func create_layout(style: DialogicStyle, parent: Node = null) -> DialogicLayoutB
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var base_scene: DialogicLayoutBase
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var base_layer_info := style.get_layer_inherited_info("")
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if base_layer_info.path.is_empty():
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base_scene = DialogicUtil.get_default_layout_base().instantiate()
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base_scene = DialogicStylesUtil.get_default_layout_base().instantiate()
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else:
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base_scene = load(base_layer_info.path).instantiate()
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@ -172,4 +176,8 @@ func get_first_node_in_layout(group_name: String) -> Node:
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return node
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return null
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func preload_style(name_or_path:String = "") -> void:
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DialogicStylesUtil.start_style_preload(name_or_path)
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#endregion
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