Quick and dirty fix, do not merge

feature/showcase_bugfixing_kathi_partII_quickfix
jonathan 5 months ago
parent f6e0c4e615
commit 57d19a8ad2

@ -1030,6 +1030,7 @@ y_sort_enabled = true
[node name="Yeli" parent="YSorted" instance=ExtResource("24_wtdui")] [node name="Yeli" parent="YSorted" instance=ExtResource("24_wtdui")]
position = Vector2(6403, 3362) position = Vector2(6403, 3362)
_timelinesToPlay = PackedStringArray("yeli_quest_select") _timelinesToPlay = PackedStringArray("yeli_quest_select")
_retriggerSameTimeline = true
[node name="Vesna" parent="YSorted" node_paths=PackedStringArray("_fieldParent") instance=ExtResource("1_7wfwe")] [node name="Vesna" parent="YSorted" node_paths=PackedStringArray("_fieldParent") instance=ExtResource("1_7wfwe")]
z_index = 1 z_index = 1
@ -2343,6 +2344,7 @@ script = ExtResource("40_w3jkj")
script = ExtResource("66_2065p") script = ExtResource("66_2065p")
questResource = ExtResource("67_tm0yg") questResource = ExtResource("67_tm0yg")
toStatus = 1 toStatus = 1
makeActive = true
[node name="ToolsCollectedTrigger" type="Node" parent="SpeicialQuestTrigger"] [node name="ToolsCollectedTrigger" type="Node" parent="SpeicialQuestTrigger"]
script = ExtResource("68_hux6i") script = ExtResource("68_hux6i")

@ -2,35 +2,46 @@ using Godot;
namespace Babushka.scripts.CSharp.Common.NPC; namespace Babushka.scripts.CSharp.Common.NPC;
[GlobalClass]
public partial class TalkingCharacter : Node2D public partial class TalkingCharacter : Node2D
{ {
[Export] private AnimatedSprite2D? _sprite; [Export] private AnimatedSprite2D? _sprite;
[Export] private string[] _timelinesToPlay; [Export] private string[] _timelinesToPlay;
[Export] private bool _retriggerSameTimeline = false; [Export] private bool _retriggerSameTimeline = false;
private bool _isTalking = true; public static bool isTalking = false;
private int _timelineIndex = 0; private int _timelineIndex = 0;
public static void SetTalking(bool talking)
{
isTalking = talking;
}
[Signal] public delegate void TalkingEventHandler(string timelineName); [Signal] public delegate void TalkingEventHandler(string timelineName);
public override void _Ready() public override void _Ready()
{ {
ToggleTalking(); //ToggleTalking();
if (_sprite != null)
_sprite.Animation = "idle";
_sprite?.Play();
} }
public void ToggleTalking() public void ToggleTalking()
{ {
if (_isTalking || _timelineIndex >= _timelinesToPlay.Length) GD.Print("ToggleTalking");
if (isTalking || _timelineIndex >= _timelinesToPlay.Length)
{ {
if (_sprite != null) if (_sprite != null)
_sprite.Animation = "idle"; _sprite.Animation = "idle";
_isTalking = false; //_isTalking = false;
} }
else else
{ {
if (_sprite != null) if (_sprite != null)
_sprite.Animation = "talk"; _sprite.Animation = "talk";
_isTalking = true; //_isTalking = true;
EmitSignal(SignalName.Talking, _timelinesToPlay[_timelineIndex]); EmitSignal(SignalName.Talking, _timelinesToPlay[_timelineIndex]);
if (!_retriggerSameTimeline) if (!_retriggerSameTimeline)
_timelineIndex++; _timelineIndex++;

@ -17,7 +17,7 @@ public partial class SceneTransition : Node
public void LoadSceneAtIndex(int index) public void LoadSceneAtIndex(int index)
{ {
string sceneName = _sceneNamesToLoad[index]; string sceneName = _sceneNamesToLoad[index];
SceneTransitionThreaded.Instance.ChangeSceneToFileThreaded(sceneName); SceneTransitionThreaded.Instance.ChangeSceneToFile(sceneName);
UnloadAfterDelay(); UnloadAfterDelay();
} }

@ -5,3 +5,7 @@ class_name DialogicStartSpecific
func open(): func open():
Dialogic.start(timeline) Dialogic.start(timeline)
func _process(delta: float) -> void:
TalkingCharacter.SetTalking(Dialogic.current_timeline!=null)

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