added dialogue EventIDs

This commit is contained in:
2023-02-08 14:48:00 +01:00
parent b63c08a8f9
commit c660b0f1d5

View File

@@ -13,8 +13,7 @@ public partial class dialog_bubble : CanvasLayer
- add controller support for answerboxes
- add tree support (example: "story" key)
- ability to add dialogue begin answers on the fly (special ones are colored)
they will be in an dictionary with numbers as event IDs and the event ID will
be used with a switch case or a string key with a event ID later in the dialogue like event 0 (close)*/
they will be in a dictionary with event IDs or Dictionary keys*/
public override void _Ready()
{
richText = GetNode<RichTextLabel>("box/rich_text_label");
@@ -60,7 +59,7 @@ public partial class dialog_bubble : CanvasLayer
{
GD.Print(dlgLines.AsGodotArray()[dlgPointer].VariantType);
if (dlgLines.AsGodotArray()[dlgPointer].VariantType == Variant.Type.Float && ((float)dlgLines.AsGodotArray()[dlgPointer]) == 0)
CloseDialog();
InDialogEvents((int)dlgLines.AsGodotArray()[dlgPointer]);
else if (dlgLines.AsGodotArray()[dlgPointer].VariantType == Variant.Type.String)
UpdateDialog();
else if (dlgLines.AsGodotArray()[dlgPointer].VariantType == Variant.Type.Dictionary)
@@ -117,4 +116,13 @@ public partial class dialog_bubble : CanvasLayer
}
GetNode<PanelContainer>("box/panel_container").Visible = true;
}
public void InDialogEvents(int eventID)
{
switch (eventID)
{
case 0:
CloseDialog();
break;
}
}
}