Add ability to hit NPCs and see different dialogue, add interrupt feature for dialogue controller singleton

This commit is contained in:
2024-09-09 17:20:54 -07:00
parent 699b4b95cf
commit fc33b07dc7
12 changed files with 489 additions and 420 deletions

View File

@@ -12,24 +12,37 @@ public partial class Npc : Node3D
[Node] public Area3D DialogueZone { get; set; } = default!;
[Node] public Area3D Hitbox { get; set; } = default!;
[Export]
public Godot.Collections.Array<Resource> DialogueOptions { get; set; } = default!;
public Resource Dialogue { get; set; } = default!;
private bool _isInDialogueZone = false;
private Node _dialogueBalloon;
private bool _isIntroductionComplete = false;
public void OnReady()
{
SetPhysicsProcess(true);
DialogueZone.BodyEntered += DialogueZone_BodyEntered;
DialogueZone.BodyExited += DialogueZone_BodyExited;
Hitbox.AreaEntered += Hitbox_AreaEntered;
}
private void Hitbox_AreaEntered(Area3D area)
{
DialogueController.ShowDialogue(Dialogue, "hit");
}
private void Hitbox_BodyEntered(Node body)
{
DialogueController.ShowDialogue(Dialogue, "hit");
}
private void DialogueZone_BodyExited(Node3D body)
{
_isInDialogueZone = false;
if (_dialogueBalloon != null)
_dialogueBalloon.QueueFree();
DialogueController.Interrupt();
}
private void DialogueZone_BodyEntered(Node3D body)
@@ -40,6 +53,14 @@ public partial class Npc : Node3D
public override void _UnhandledInput(InputEvent @event)
{
if (Input.IsActionJustPressed(GameInputs.Throw) && _isInDialogueZone)
_dialogueBalloon = DialogueManager.ShowDialogueBalloonScene(DialogueController.DialogueBalloon, DialogueOptions.First(), "introduction");
{
if (_isIntroductionComplete)
DialogueController.ShowDialogue(Dialogue, "general");
else
{
DialogueController.ShowDialogue(Dialogue, "introduction");
_isIntroductionComplete = true;
}
}
}
}