Improved conversations and input blocking.
parent
e9db7b1095
commit
396d884ff0
|
@ -1,8 +1,6 @@
|
|||
class_name ConversationActionable
|
||||
extends Area3D
|
||||
|
||||
signal conversation_started
|
||||
|
||||
@export var dialogue_start: String = "start"
|
||||
@export var related_quest_path: NodePath
|
||||
|
||||
|
@ -25,5 +23,3 @@ func action() -> void:
|
|||
balloon.start(quest_dialogue_resource, dialogue_start, quest_states)
|
||||
else:
|
||||
balloon.start(default_dialogue_resource, dialogue_start, quest_states)
|
||||
|
||||
conversation_started.emit()
|
||||
|
|
|
@ -56,7 +56,9 @@ func _physics_process(delta):
|
|||
if not is_on_floor():
|
||||
velocity.y -= gravity * delta
|
||||
|
||||
if not is_input_blocked:
|
||||
if is_input_blocked:
|
||||
velocity = Vector3.ZERO
|
||||
else:
|
||||
_handle_input()
|
||||
|
||||
move_and_slide()
|
||||
|
@ -68,7 +70,6 @@ func _physics_process(delta):
|
|||
_target_look_direction = Vector3(velocity.x, 0, velocity.z).normalized()
|
||||
|
||||
_current_look_direction = basis.z
|
||||
#_target_look_direction = _current_look_direction
|
||||
|
||||
update_look_direction(delta)
|
||||
|
||||
|
|
|
@ -18,6 +18,7 @@ config/icon="res://icon.svg"
|
|||
[autoload]
|
||||
|
||||
DialogueManager="*res://addons/dialogue_manager/dialogue_manager.gd"
|
||||
InteractionSystem="*res://systems/InteractionSystem.gd"
|
||||
|
||||
[dialogue_manager]
|
||||
|
||||
|
|
|
@ -9,9 +9,6 @@ extends QuestBase
|
|||
@onready var merchant: NonPlayerCharacter = %Merchant
|
||||
|
||||
var _bridge_transform:Transform3D = Transform3D.IDENTITY
|
||||
var _merchant_conversation_actionable:ConversationActionable = null
|
||||
|
||||
signal wrench_delivered
|
||||
|
||||
func _ready():
|
||||
super._ready()
|
||||
|
@ -19,23 +16,6 @@ func _ready():
|
|||
_bridge_transform = bridge.global_transform
|
||||
bridge.global_transform = Transform3D.IDENTITY.translated(Vector3.UP * -1000)
|
||||
|
||||
_merchant_conversation_actionable = merchant.find_child("Conversation", true, false)
|
||||
assert(_merchant_conversation_actionable != null)
|
||||
_merchant_conversation_actionable.conversation_started.connect(on_dialogue_started)
|
||||
|
||||
func on_dialogue_started() -> void:
|
||||
_player.is_input_blocked = true
|
||||
|
||||
func on_dialogue_ended(_dialog_resource: DialogueResource) -> void:
|
||||
_player.is_input_blocked = false
|
||||
|
||||
if is_completed:
|
||||
return
|
||||
|
||||
if is_hammer_delivered and not is_bridge_built:
|
||||
wrench_delivered.emit()
|
||||
|
||||
|
||||
func _process(_delta):
|
||||
if is_hammer_delivered:
|
||||
is_bridge_built = true
|
||||
|
|
|
@ -49,6 +49,8 @@ func load_scene(scene_resource:PackedScene):
|
|||
|
||||
_game_build_system = scene.find_child("BuildSystem", true, false) as BuildSystem
|
||||
|
||||
var player:Player = scene.find_child("Player", true, false)
|
||||
InteractionSystem.player = player
|
||||
|
||||
func save_game():
|
||||
var player:Player = scene.find_child("Player", true, false)
|
||||
|
|
|
@ -12,7 +12,6 @@ var _player_camera_offset:Vector3 = Vector3.ZERO
|
|||
func _ready():
|
||||
_player_camera_offset = camera.global_position - player.global_position + Vector3.UP * 1
|
||||
|
||||
|
||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||
func _process(_delta):
|
||||
if build_system.is_active and build_system.build_item != null:
|
||||
|
|
|
@ -0,0 +1,26 @@
|
|||
extends Node
|
||||
|
||||
signal conversation_started
|
||||
signal conversation_stopped
|
||||
|
||||
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
|
||||
print ("Conversation started")
|
||||
emit_signal("conversation_started")
|
||||
if player:
|
||||
player.is_input_blocked = true
|
||||
|
||||
func stop_conversation(resource: DialogueResource) -> void:
|
||||
is_conversation_active = false
|
||||
print ("Conversation stopped")
|
||||
emit_signal("conversation_stopped")
|
||||
|
||||
if player:
|
||||
player.is_input_blocked = false
|
|
@ -104,6 +104,7 @@ func start(dialogue_resource: DialogueResource, title: String, extra_game_states
|
|||
temporary_game_states = [self] + extra_game_states
|
||||
is_waiting_for_input = false
|
||||
resource = dialogue_resource
|
||||
InteractionSystem.start_conversation(dialogue_resource)
|
||||
self.dialogue_line = await resource.get_next_dialogue_line(title, temporary_game_states)
|
||||
|
||||
|
||||
|
|
Loading…
Reference in New Issue