reorganized some files and deleted some for dialogue rewrite

This commit is contained in:
2022-12-19 16:57:41 +01:00
parent 5b61c662af
commit 54d0f44960
7 changed files with 69 additions and 95 deletions

View File

@@ -1,61 +1,10 @@
//WORK IN PROGRESS this code is very messy and will be fixed when it works
using Godot;
using Godot.Collections;
using System;
using System.Collections.Generic;
public partial class dialog_bubble : CanvasLayer
{
public Dictionary allDialog;
public List<string> currentDialogList = new List<string>();
public string currentKey;
public string currentDialogLine;
public int dialogCounter;
public string userName;
public void ImportString(string dialogFile, string playerName)
{
userName = playerName;
GetNode("/root/main/player").Call("ChangeProcess", false);
currentKey = "multiTipp2";//2 is a selection menu needs to be planned before coding
using var file = FileAccess.Open(dialogFile, FileAccess.ModeFlags.Read);
string text = file.GetAsText();
allDialog = (Dictionary)JSON.ParseString(text);
GetNode<Label>("NameLabel").Text = allDialog["dialogTitle"].ToString();
addText();
//Todo: Implement the better json file structure.
}
public void EndDialog()
{
currentDialogList = new List<string>();
dialogCounter = 0;
Visible = false;
GetNode("/root/main/player").Call("ChangeProcess", true);
}
public void addText()
{
var dialogWithKey = allDialog[currentKey].AsStringArray();
if (currentKey.StartsWith("random"))
currentDialogList.Add(dialogWithKey[GD.Randi() % dialogWithKey.Length]);
if (currentKey.StartsWith("multi"))
currentDialogList.AddRange(dialogWithKey);
}
public override void _Process(double delta)
{
if (Input.IsActionJustPressed("ui_accept"))
{
dialogCounter++;
if (currentDialogList.Count >= dialogCounter)
{
Visible = true;
currentDialogLine = currentDialogList[dialogCounter - 1];
currentDialogLine = String.Format(currentDialogLine, userName);
GetNode<Label>("TextLabel").Text = currentDialogLine;
}
if (dialogCounter > currentDialogList.Count)
EndDialog();
}
}
}