added functionality for non random dialogue

This commit is contained in:
2023-03-17 07:38:37 +01:00
parent a8409c76ad
commit 33c8c127e7

View File

@@ -55,8 +55,10 @@ public partial class dialog_bubble : CanvasLayer
public void GatherDialog(string key)
{
dlgPointer = 0;
dlgLines = parsedDlg.AsGodotDictionary()[key].AsGodotArray();
dlgLines = dlgLines.AsGodotArray()[GD.RandRange(0, dlgLines.AsGodotArray().Count - 1)];
if (parsedDlg.AsGodotDictionary()[key].VariantType == Variant.Type.Array)
dlgLines = parsedDlg.AsGodotDictionary()[key].AsGodotArray();
if (dlgLines.AsGodotArray()[0].VariantType == Variant.Type.Array)
dlgLines = dlgLines.AsGodotArray()[GD.RandRange(0, dlgLines.AsGodotArray().Count - 1)];
//TODO:copy a clean default array and remove already used indexes and copy from clean array when its empty
}
public void OnVisibilityChanged()