cirnogodot/Scripts/Activables/DialogueActor3D.cs
2025-06-24 15:00:27 +02:00

62 lines
No EOL
1.6 KiB
C#

using Cirno.Scripts.Interactables;
using Cirno.Scripts.Misc;
using Cirno.Scripts.Utils;
using Godot;
using Godot.Collections;
namespace Cirno.Scripts.Activables;
[Tool]
public partial class DialogueActor3D : Area3D, IInteractable
{
[Export] public StringName TimelineName = "";
private DialogueTools _dialogueInstance;
public override void _Ready()
{
if (Engine.IsEditorHint()) return;
if (string.IsNullOrWhiteSpace(TimelineName))
{
this.RemoveFromGroup("Interactable");
return;
}
_dialogueInstance = new DialogueTools();
_dialogueInstance.Init(this, TimelineName);
}
public void _func_godot_apply_properties(Dictionary<string, string> props)
{
TimelineName = props["timeline"];
}
public bool Activate(ActivationType activationType = ActivationType.Toggle)
{
if (Engine.IsEditorHint()) return false;
if (string.IsNullOrWhiteSpace(TimelineName)) return false;
_dialogueInstance.Start(this);
return true;
}
public bool CanActivate()
{
if (Engine.IsEditorHint()) return false;
return true;
}
public Vector2 GetGlobalPosition2D()
{
return new Vector2(this.GlobalPosition.X, this.GlobalPosition.Z);
}
public Vector2 GetScreenPosition()
{
if (CameraController3D.Instance is null)
{
return this.GetGlobalPosition2D();
}
return CameraController3D.Instance.UnprojectPosition(this.GlobalPosition);
}
}