cirnogodot/Scripts/Activables/DialogueStarter.cs
2025-02-06 15:57:03 +01:00

66 lines
No EOL
1.6 KiB
C#

using Godot;
using Godot.Collections;
namespace Cirno.Scripts.Activables;
public partial class DialogueStarter : Activable
{
[Export] private string _trackName = "timeline";
[Export] private Array<Node2D> _dialogueEndActivationTargets;
private Node _dialogic;
private GameManager _gameManager;
public override void _Ready()
{
base._Ready();
_gameManager = this.GetGameManager();
_dialogic = GetNode("/root/Dialogic");
_dialogic.Connect("timeline_ended", Callable.From(OnTimelineEnded));
}
private void OnTimelineEnded()
{
DialogueEndAction();
}
public override void Activate()
{
_gameManager.ChangeState(GameState.Dialogue);
_dialogic.Call("start", _trackName);
// 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()
{
_gameManager.ChangeState(GameState.Playing);
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;
}
}