Add more NPCs, update dialogue manager to 4.4 compatible version

This commit is contained in:
2025-03-12 00:29:39 -07:00
parent 76b94f7be3
commit 22c9590442
167 changed files with 5874 additions and 5697 deletions

View File

@@ -10,23 +10,28 @@ const DialogueResource = preload("./dialogue_resource.gd")
func _ready():
var screen_index: int = DisplayServer.get_primary_screen()
DisplayServer.window_set_position(Vector2(DisplayServer.screen_get_position(screen_index)) + (DisplayServer.screen_get_size(screen_index) - DisplayServer.window_get_size()) * 0.5)
DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED)
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)
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)
### Signals
#region Signals
func _on_dialogue_ended(_resource: DialogueResource):
get_tree().quit()
#endregion