* 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
43 lines
1.4 KiB
GDScript
Vendored
43 lines
1.4 KiB
GDScript
Vendored
@tool
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@icon("./assets/icon.svg")
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## A collection of dialogue lines for use with [code]DialogueManager[/code].
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class_name DialogueResource extends Resource
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const DialogueLine = preload("./dialogue_line.gd")
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## A list of state shortcuts
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@export var using_states: PackedStringArray = []
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## A map of titles and the lines they point to.
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@export var titles: Dictionary = {}
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## A list of character names.
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@export var character_names: PackedStringArray = []
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## The first title in the file.
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@export var first_title: String = ""
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## A map of the encoded lines of dialogue.
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@export var lines: Dictionary = {}
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## raw version of the text
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@export var raw_text: String
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## Get the next printable line of dialogue, starting from a referenced line ([code]title[/code] can
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## be a title string or a stringified line number). Runs any mutations along the way and then returns
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## the first dialogue line encountered.
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func get_next_dialogue_line(title: String = "", extra_game_states: Array = [], mutation_behaviour: DMConstants.MutationBehaviour = DMConstants.MutationBehaviour.Wait) -> DialogueLine:
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return await Engine.get_singleton("DialogueManager").get_next_dialogue_line(self, title, extra_game_states, mutation_behaviour)
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## Get the list of any titles found in the file.
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func get_titles() -> PackedStringArray:
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return titles.keys()
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func _to_string() -> String:
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return "<DialogueResource titles=\"%s\">" % [",".join(titles.keys())]
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