* 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
38 lines
1.3 KiB
GDScript
38 lines
1.3 KiB
GDScript
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
|