cirnogodot/Scripts/Resources/Events/DialogueStartEvent.cs
2025-03-10 15:49:28 +01:00

59 lines
No EOL
1.5 KiB
C#

using Godot;
namespace Cirno.Scripts.Resources.Events;
[GlobalClass]
public partial class DialogueStartEvent : EventResource
{
[Export] public StringName TimelineName = "timeline";
private Node _dialogic;
private GameManager _gameManager;
private bool _isComplete = false;
public override void Init(Node2D parent)
{
_gameManager = parent.GetGameManager();
_dialogic = parent.GetNode("/root/Dialogic");
_dialogic.ProcessMode = Node.ProcessModeEnum.Always;
}
public override void Start(Node2D parent)
{
if (GlobalState.Instance.SessionSettings.SkipDialogues)
{
DialogueEndAction();
return;
}
_dialogic.Connect("timeline_ended", Callable.From(OnTimelineEnded));
var dialogicNode =_dialogic.Call("start", TimelineName.ToString());
((Node)dialogicNode).ProcessMode = Node.ProcessModeEnum.Always;
_gameManager.ChangeState(GameState.Dialogue);
}
private void OnTimelineEnded()
{
_gameManager.ChangeState(GameState.Playing);
if (_dialogic.IsConnected("timeline_ended", Callable.From(OnTimelineEnded)))
{
_dialogic.Disconnect("timeline_ended", Callable.From(OnTimelineEnded));
}
DialogueEndAction();
}
private void DialogueEndAction()
{
_isComplete = true;
}
public override void UpdateEvent(double delta)
{
}
public override bool IsComplete()
{
return _isComplete;
}
}