TinyAdventure/systems/InteractionSystem.gd

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extends Node
var is_conversation_active:bool = false
var player:Player = null
func _ready():
if not DialogueManager.is_connected("dialogue_ended", InteractionSystem.stop_conversation):
DialogueManager.connect("dialogue_ended", InteractionSystem.stop_conversation)
func start_conversation(_resource: DialogueResource) -> void:
is_conversation_active = true
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if player:
player.is_input_blocked = true
func stop_conversation(_resource: DialogueResource) -> void:
is_conversation_active = false
if player:
player.is_input_blocked = false
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func start_chest_open_sequence(chest: Chest) -> void:
if chest == null:
push_error("Error starting chest open sequence: no chest specified!")
if player:
player.is_input_blocked = true
chest.chest_opened.connect(on_chest_opened)
func on_chest_opened(_chest: Chest) -> void:
if player:
player.is_input_blocked = false