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 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