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 if player: player.is_input_blocked = true func stop_conversation(resource: DialogueResource) -> void: is_conversation_active = false if player: player.is_input_blocked = false