Add more NPCs, update dialogue manager to 4.4 compatible version
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@@ -47,6 +47,7 @@ var dialogue_line:
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set(next_dialogue_line):
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dialogue_line = next_dialogue_line
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custom_minimum_size = Vector2.ZERO
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text = ""
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text = dialogue_line.text
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get:
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return dialogue_line
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@@ -186,12 +187,13 @@ func _mutate_inline_mutations(index: int) -> void:
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if inline_mutation[0] > index:
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return
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if inline_mutation[0] == index and not _already_mutated_indices.has(index):
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_already_mutated_indices.append(index)
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_is_awaiting_mutation = true
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# The DialogueManager can't be referenced directly here so we need to get it by its path
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await Engine.get_singleton("DialogueManager").mutate(inline_mutation[1], dialogue_line.extra_game_states, true)
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await Engine.get_singleton("DialogueManager")._mutate(inline_mutation[1], dialogue_line.extra_game_states, true)
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_is_awaiting_mutation = false
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_already_mutated_indices.append(index)
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# Determine if the current autopause character at the cursor should qualify to pause typing.
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func _should_auto_pause() -> bool:
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@@ -210,7 +212,7 @@ func _should_auto_pause() -> bool:
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# Ignore "." if it's between two numbers
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if visible_characters > 3 and parsed_text[visible_characters - 1] == ".":
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var possible_number: String = parsed_text.substr(visible_characters - 2, 3)
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if str(float(possible_number)) == possible_number:
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if str(float(possible_number)).pad_decimals(1) == possible_number:
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return false
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# Ignore "." if it's used in an abbreviation
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