Cancel dialogue when player walks away

This commit is contained in:
2024-09-09 15:19:18 -07:00
parent 6e97058905
commit 699b4b95cf
2 changed files with 6 additions and 2 deletions

View File

@@ -17,6 +17,8 @@ public partial class Npc : Node3D
private bool _isInDialogueZone = false;
private Node _dialogueBalloon;
public void OnReady()
{
DialogueZone.BodyEntered += DialogueZone_BodyEntered;
@@ -26,6 +28,8 @@ public partial class Npc : Node3D
private void DialogueZone_BodyExited(Node3D body)
{
_isInDialogueZone = false;
if (_dialogueBalloon != null)
_dialogueBalloon.QueueFree();
}
private void DialogueZone_BodyEntered(Node3D body)
@@ -36,6 +40,6 @@ public partial class Npc : Node3D
public override void _UnhandledInput(InputEvent @event)
{
if (Input.IsActionJustPressed(GameInputs.Throw) && _isInDialogueZone)
DialogueManager.ShowDialogueBalloonScene(DialogueController.DialogueBalloon, DialogueOptions.First(), "introduction");
_dialogueBalloon = DialogueManager.ShowDialogueBalloonScene(DialogueController.DialogueBalloon, DialogueOptions.First(), "introduction");
}
}

View File

@@ -5,7 +5,7 @@
[ext_resource type="Resource" uid="uid://cf7ycgdiihyh" path="res://src/npc/rat/ratdialogue.dialogue" id="2_uo38w"]
[sub_resource type="CylinderShape3D" id="CylinderShape3D_wfhgc"]
radius = 1.5
radius = 2.5
[node name="NPC" type="Node3D"]
script = ExtResource("1_cpdf2")