dialogue stuff didnt commit
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@@ -99,7 +99,9 @@ script = ExtResource("1_qehox")
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rotation = 3.14159
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rotation = 3.14159
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target_position = Vector2(-64, 0)
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target_position = Vector2(-64, 0)
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collision_mask = 2
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collision_mask = 2
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hit_from_inside = true
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collide_with_areas = true
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collide_with_areas = true
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collide_with_bodies = false
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[node name="animated_sprite_2d" type="AnimatedSprite2D" parent="."]
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[node name="animated_sprite_2d" type="AnimatedSprite2D" parent="."]
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texture_filter = 1
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texture_filter = 1
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@@ -3,18 +3,19 @@ using System;
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public partial class player : CharacterBody2D
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public partial class player : CharacterBody2D
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{
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{
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[Export] public string playerName;
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[Export] public string playerName;
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[Export] public int speed = 200;
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[Export] public int speed = 200;
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public Vector2 movement;
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public Vector2 movement;
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public AnimatedSprite2D animatedSprite;
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public AnimatedSprite2D animatedSprite;
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public Marker2D rotCenter;
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public Marker2D rotCenter;
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public RayCast2D rayCast;
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public RayCast2D dialogRayCast;
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public override void _Ready()
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public override void _Ready()
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{
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{
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animatedSprite = GetNode<AnimatedSprite2D>("animated_sprite_2d");
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animatedSprite = GetNode<AnimatedSprite2D>("animated_sprite_2d");
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rotCenter = GetNode<Marker2D>("rotation_center");
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rotCenter = GetNode<Marker2D>("rotation_center");
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rayCast = GetNode<RayCast2D>("rotation_center/ray_cast_2d");
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dialogRayCast = GetNode<RayCast2D>("rotation_center/ray_cast_2d");
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}
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}
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public void ChangeProcess(bool process)
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public void ChangeProcess(bool process)
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{
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{
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@@ -29,9 +30,8 @@ public partial class player : CharacterBody2D
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}
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}
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public override void _Process(double delta)
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public override void _Process(double delta)
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{
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{
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//call event in raycasted object
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if (Input.IsActionJustPressed("ui_accept") && dialogRayCast.IsColliding())
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if (Input.IsActionJustPressed("ui_accept") && rayCast.IsColliding())
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dialog_bubble.SetDialog(dialogRayCast.GetCollider().Get("dialogFile").AsString());
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rayCast.GetCollider().Call("OnInteraction", playerName);
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//animation system (with controller support wich cant get normalized vector)
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//animation system (with controller support wich cant get normalized vector)
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if (movement.Length() != 0)
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if (movement.Length() != 0)
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