cirnogodot/Scripts/Utils/DialogueTools.cs
2025-10-09 10:20:03 +02:00

94 lines
No EOL
2.6 KiB
C#

using Cirno.Scripts.Misc;
using Godot;
namespace Cirno.Scripts.Utils;
public partial class DialogueTools : RefCounted
{
private Node _dialogic;
private bool _isComplete = false;
public bool IsComplete => _isComplete;
private DialogueSkipListener _listener;
private StringName TimelineName;
private GodotObject _timelineContent;
public void Init(Node parent, StringName timelineName)
{
_dialogic = parent.GetNode("/root/Dialogic");
_dialogic.ProcessMode = Node.ProcessModeEnum.Always;
TimelineName = timelineName;
}
public void Init(Node parent, string timelineContent)
{
_dialogic = parent.GetNode("/root/Dialogic");
_dialogic.ProcessMode = Node.ProcessModeEnum.Always;
var contentArray = timelineContent.Split('\n');
var timelineScript = GD.Load<GDScript>("res://addons/dialogic/Resources/timeline.gd");
var timelineResource = (GodotObject)timelineScript.New();
timelineResource.Set("events", contentArray);
_timelineContent = timelineResource;
}
public void Start(Node parent)
{
if (GlobalState.Instance.SessionSettings.SkipDialogues)
{
DialogueEndAction();
return;
}
CreateSkipListener(parent);
Hud.Instance?.HideHud();
_dialogic.Connect("timeline_ended", Callable.From(OnTimelineEnded));
var dialogicNode = _dialogic.Call("start", string.IsNullOrWhiteSpace(TimelineName) ? _timelineContent : TimelineName.ToString());
((Node)dialogicNode).ProcessMode = Node.ProcessModeEnum.Always;
ChangeState(GameState.Dialogue);
}
private void ChangeState(GameState state)
{
GameStateManager.Instance.ChangeState(state);
}
private void CreateSkipListener(Node parent)
{
_listener = new DialogueSkipListener();
parent.AddChild(_listener);
_listener.ProcessMode = Node.ProcessModeEnum.Always;
_listener.Skipped += ListenerOnSkipped;
}
private void ListenerOnSkipped()
{
_listener.Skipped -= ListenerOnSkipped;
_listener.QueueFree();
_dialogic.Call("end_timeline");
}
private void OnTimelineEnded()
{
Hud.Instance?.ShowHud();
ChangeState(GameState.Playing);
if (_dialogic.IsConnected("timeline_ended", Callable.From(OnTimelineEnded)))
{
_dialogic.Disconnect("timeline_ended", Callable.From(OnTimelineEnded));
}
DialogueEndAction();
}
private void DialogueEndAction()
{
_isComplete = true;
}
}