Complete C# rewrite with working game in Editor (#6)
* Refactor collectable components to C# and update resource scripts for consistency * Update resource paths and refactor properties for consistency * Refactor UI components to inherit from Control and update node paths for consistency * Update node paths and group assignments for consistency across scenes * Refactor GameManager and PlayerDeathComponent for improved state management and logging; update scene connections for player death handling * Add PhantomCamera components and UI elements for improved scene management; refactor existing components for better integration * Refactor skill components and update resource paths for consistency; enhance skill management in scenes * Add new UID files and update scene configurations for dialogue components; refactor skill management and input handling * Add next level command and refactor player retrieval in GameManager; update scene files for consistency * Add skill upgrade system and refactor skill components for enhanced functionality; update resource paths and configurations * Enhance ChargeProgressBar and Marketplace functionality; add owner exit handling and update skill button states * Refactor ChargeProgressBar and SkillManager; update skill handling and improve component interactions * Refactor player and level configurations; streamline FlipPlayerComponent and reposition Spaceship Enter
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63
addons/dialogue_manager/dialogue_response.gd
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63
addons/dialogue_manager/dialogue_response.gd
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## A response to a line of dialogue, usualy attached to a [code]DialogueLine[/code].
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class_name DialogueResponse extends RefCounted
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## The ID of this response
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var id: String
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## The internal type of this dialogue object, always set to [code]TYPE_RESPONSE[/code].
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var type: String = DMConstants.TYPE_RESPONSE
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## The next line ID to use if this response is selected by the player.
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var next_id: String = ""
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## [code]true[/code] if the condition of this line was met.
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var is_allowed: bool = true
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## The original condition text.
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var condition_as_text: String = ""
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## A character (depending on the "characters in responses" behaviour setting).
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var character: String = ""
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## A dictionary of varialbe replaces for the character name. Generally for internal use only.
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var character_replacements: Array[Dictionary] = []
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## The prompt for this response.
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var text: String = ""
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## A dictionary of variable replaces for the text. Generally for internal use only.
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var text_replacements: Array[Dictionary] = []
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## Any #tags
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var tags: PackedStringArray = []
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## The key to use for translating the text.
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var translation_key: String = ""
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func _init(data: Dictionary = {}) -> void:
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if data.size() > 0:
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id = data.id
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type = data.type
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next_id = data.next_id
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is_allowed = data.is_allowed
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character = data.character
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character_replacements = data.character_replacements
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text = data.text
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text_replacements = data.text_replacements
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tags = data.tags
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translation_key = data.translation_key
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condition_as_text = data.condition_as_text
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func _to_string() -> String:
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return "<DialogueResponse text=\"%s\">" % text
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func get_tag_value(tag_name: String) -> String:
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var wrapped := "%s=" % tag_name
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for t in tags:
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if t.begins_with(wrapped):
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return t.replace(wrapped, "").strip_edges()
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return ""
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