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