cirnogodot/Scripts/Misc/DialogueAutoStarter.cs
2025-05-08 13:37:50 +02:00

68 lines
No EOL
1.7 KiB
C#

using Godot;
namespace Cirno.Scripts.Misc;
public partial class DialogueAutoStarter : Node2D
{
[Export] private StringName _trackName = "timeline";
[Export] private StringName _finishedScenePath;
[Export] public StringName PauseActionName { get; private set; } = "pause";
private Node _dialogic;
private bool _dialogueActive = false;
public override void _Ready()
{
base._Ready();
_dialogic = GetNode("/root/Dialogic");
_dialogic.ProcessMode = ProcessModeEnum.Always;
CallDeferred(MethodName.Activate);
}
public override void _Process(double delta)
{
if (!_dialogueActive) return;
if (Input.IsActionJustPressed(PauseActionName))
{
_dialogic.Call("end_timeline");
}
}
private void OnTimelineEnded()
{
if (_dialogic.IsConnected("timeline_ended", Callable.From(OnTimelineEnded)))
{
_dialogic.Disconnect("timeline_ended", Callable.From(OnTimelineEnded));
}
DialogueEndAction();
}
public bool Activate()
{
_dialogueActive = true;
if (GlobalState.Instance.SessionSettings.SkipDialogues)
{
DialogueEndAction();
return true;
}
_dialogic.Connect("timeline_ended", Callable.From(OnTimelineEnded));
var dialogicNode = _dialogic.Call("start", _trackName.ToString());
((Node)dialogicNode).ProcessMode = ProcessModeEnum.Always;
return true;
}
private void DialogueEndAction()
{
_dialogueActive = false;
GlobalState.Instance.GotoScene(_finishedScenePath);
}
}