Files
przygody-pana-cegly/addons/dialogue_manager/dialogue_response.gd
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

64 lines
1.8 KiB
GDScript
Vendored

## A response to a line of dialogue, usualy attached to a [code]DialogueLine[/code].
class_name DialogueResponse extends RefCounted
## The ID of this response
var id: String
## The internal type of this dialogue object, always set to [code]TYPE_RESPONSE[/code].
var type: String = DMConstants.TYPE_RESPONSE
## The next line ID to use if this response is selected by the player.
var next_id: String = ""
## [code]true[/code] if the condition of this line was met.
var is_allowed: bool = true
## The original condition text.
var condition_as_text: String = ""
## A character (depending on the "characters in responses" behaviour setting).
var character: String = ""
## A dictionary of varialbe replaces for the character name. Generally for internal use only.
var character_replacements: Array[Dictionary] = []
## The prompt for this response.
var text: String = ""
## A dictionary of variable replaces for the text. Generally for internal use only.
var text_replacements: Array[Dictionary] = []
## Any #tags
var tags: PackedStringArray = []
## The key to use for translating the text.
var translation_key: String = ""
func _init(data: Dictionary = {}) -> void:
if data.size() > 0:
id = data.id
type = data.type
next_id = data.next_id
is_allowed = data.is_allowed
character = data.character
character_replacements = data.character_replacements
text = data.text
text_replacements = data.text_replacements
tags = data.tags
translation_key = data.translation_key
condition_as_text = data.condition_as_text
func _to_string() -> String:
return "<DialogueResponse text=\"%s\">" % text
func get_tag_value(tag_name: String) -> String:
var wrapped := "%s=" % tag_name
for t in tags:
if t.begins_with(wrapped):
return t.replace(wrapped, "").strip_edges()
return ""