diff --git a/src/scene-scripts/dialogue-system/dialog_bubble.cs b/src/scene-scripts/dialogue-system/dialog_bubble.cs index 33ada7f..1eb5f66 100644 --- a/src/scene-scripts/dialogue-system/dialog_bubble.cs +++ b/src/scene-scripts/dialogue-system/dialog_bubble.cs @@ -8,7 +8,7 @@ public partial class dialog_bubble : CanvasLayer public int dlgPointer = 0; public RichTextLabel richText; public Timer typewriterTimer; - public string name; + public string title; public Area2D triggerArea; /*TODO: - Dont repeat the same randomized dialogue after you get asked do you need something "else" @@ -22,13 +22,14 @@ public partial class dialog_bubble : CanvasLayer richText = GetNode("box/rich_text_label"); typewriterTimer = GetNode("typewriter_timer"); } - public void GetDialog(string file, string title, Area2D actor, string playerName, bool introducedVillager) + public void GetDialog(string file, Area2D actor) { triggerArea = actor; - name = title; + title = actor.Get("title").AsString(); + bool introducedVillager = actor.Get("introducedVillager").AsBool(); parsedDlg = Json.ParseString(FileAccess.Open(file, FileAccess.ModeFlags.Read).GetAsText() - .Replace("{player}", "[color=cyan]" + playerName + "[/color]").Replace("{title}", "[color=purple]" + title + "[/color]")); + .Replace("{player}", "[color=cyan]" + player_variables.PlayerName + "[/color]").Replace("{title}", "[color=purple]" + title + "[/color]")); if (parsedDlg.AsGodotDictionary()["dialogType"].AsString() != "villager" || introducedVillager) GetNode