removed not working dialog system advice making my own now

This commit is contained in:
2022-11-28 18:02:47 +01:00
parent aa2e732a93
commit 8fa39a2898
6 changed files with 3 additions and 98 deletions

View File

@@ -1,42 +0,0 @@
using Godot;
using Godot.Collections;
using System;
using System.IO;
public partial class dialog_bubble : CanvasLayer
{
[Export(PropertyHint.File, "*.json,")]
public string textfile;
private Dictionary text;
private string[] selectedText;
private bool inProgress = false;
//ITS FUCKING GARBAGE I HATE THIS DOCUMENTATION
public override void _Ready()
{
var background = GetNode<ColorRect>("Background");
var textLabel = GetNode<ColorRect>("TextLabel");
background.Visible = false;
//text.Add(LoadSceneText(textVariant));
//signal_bus.Connect("DisplayDialog", this, "onDisplayDialog");
}
public string LoadSceneText(string textVariant)
{
if (File.Exists(textfile))
{
File.Open(textfile, FileMode.Open);
textVariant = JSON.ParseString(File.ReadAllText(textfile)).ToString();
}
return textVariant;
}
// Called every frame. 'delta' is the elapsed time since the previous frame.
public override void _Process(double delta)
{
}
}

View File

@@ -1,25 +0,0 @@
using Godot;
using System;
public partial class dialog_object_area : Area2D
{
[Export]
public string dialogKey = "";
public bool areaActive = false;
public override void _Input(InputEvent @event)
{
if(areaActive && @event.IsActionPressed("ui_accept"))
{
// signal_bus.EmitSignal("DialogDisplay", dialogKey);
}
}
public void onDialogAreaEntered()
{
areaActive = true;
}
public void onDialogAreaExited()
{
areaActive = false;
}
}