cirnogodot/Scripts/Activables/DialogueStarter.cs
2025-05-22 17:13:43 +02:00

98 lines
No EOL
2.8 KiB
C#

using Godot;
using Godot.Collections;
namespace Cirno.Scripts.Activables;
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();
_gameManager = this.GetGameManager();
_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()
{
_gameManager.ChangeState(GameState.Playing);
if (_dialogic.IsConnected("timeline_ended", Callable.From(OnTimelineEnded)))
{
_dialogic.Disconnect("timeline_ended", Callable.From(OnTimelineEnded));
}
DialogueEndAction();
}
public override bool Activate(ActivationType activationType = ActivationType.Toggle)
{
_dialogueActive = true;
if (GlobalState.Instance.SessionSettings.SkipDialogues)
{
DialogueEndAction();
return true;
}
Hud.Instance?.HideHud();
_dialogic.Connect("timeline_ended", Callable.From(OnTimelineEnded));
var dialogicNode = _dialogic.Call("start", _trackName);
((Node)dialogicNode).ProcessMode = ProcessModeEnum.Always;
_gameManager.ChangeState(GameState.Dialogue);
return true;
// Script dialogic = ResourceLoader.Load("res://addons/dialogic/Other/DialogicClass.gd") as Script;
// var dialog = (Node) dialogic.Call("start","timeline");
// AddChild(dialog);
//if (Dialogic)
}
private void DialogueEndAction()
{
_dialogueActive = false;
Hud.Instance?.HideHud();
_gameManager.ChangeState(GameState.Playing);
ActivateTargets();
// foreach (var activationTarget in _dialogueEndActivationTargets)
// {
// ActivateTarget(activationTarget);
// }
}
// private bool ActivateTarget(Node2D activationTarget)
// {
// if (activationTarget is not IActivable target)
// {
// GD.PrintErr($"Target {activationTarget.Name} is not activable");
// return false;
// }
//
// target?.Activate();
//
// GD.Print($"{activationTarget.Name} activated");
//
// return true;
// }
}