Add initial implementation of Dialogue Manager; include core scripts, scenes, and resources
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37
addons/dialogue_manager/test_scene.gd
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37
addons/dialogue_manager/test_scene.gd
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class_name BaseDialogueTestScene extends Node2D
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const DialogueSettings = preload("./settings.gd")
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const DialogueResource = preload("./dialogue_resource.gd")
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@onready var title: String = DialogueSettings.get_user_value("run_title")
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@onready var resource: DialogueResource = load(DialogueSettings.get_user_value("run_resource_path"))
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func _ready():
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if not Engine.is_embedded_in_editor:
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var window: Window = get_viewport()
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var screen_index: int = DisplayServer.get_primary_screen()
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window.position = Vector2(DisplayServer.screen_get_position(screen_index)) + (DisplayServer.screen_get_size(screen_index) - window.size) * 0.5
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window.mode = Window.MODE_WINDOWED
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# Normally you can just call DialogueManager directly but doing so before the plugin has been
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# enabled in settings will throw a compiler error here so I'm using `get_singleton` instead.
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var dialogue_manager = Engine.get_singleton("DialogueManager")
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dialogue_manager.dialogue_ended.connect(_on_dialogue_ended)
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dialogue_manager.show_dialogue_balloon(resource, title if not title.is_empty() else resource.first_title)
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func _enter_tree() -> void:
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DialogueSettings.set_user_value("is_running_test_scene", false)
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#region Signals
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func _on_dialogue_ended(_resource: DialogueResource):
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get_tree().quit()
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#endregion
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