Files
Gabriel Kaszewski d786ef4c22 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
2025-08-27 01:12:26 +02:00

38 lines
1.3 KiB
GDScript
Vendored

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