dialogue bug fixes
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@@ -1,6 +1,7 @@
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using Godot;
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using System.Collections;
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using System;
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using System.Collections;
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using System.Text.RegularExpressions;
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public partial class dialog_bubble : CanvasLayer
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{
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@@ -12,8 +13,8 @@ public partial class dialog_bubble : CanvasLayer
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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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dlgLines.Add("Hello! I'm a debug character and...");
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dlgLines.Add("[center][b][wave amp=50 freq=15][rainbow]This is cool test text"); //bbcode gets counted to so typewrite effect takes decades //make a seperate variable without bbcode and count that instead
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dlgLines.Add("Hello! I'm a [color=purple]debug character[/color] and...");
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dlgLines.Add("[center][b][wave amp=50 freq=15][rainbow]This is cool test text[/rainbow][/wave][/b][/center]"); //bbcode gets counted to so typewrite effect takes decades //make a seperate variable without bbcode and count that instead
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}
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public void GetDialog(string file, string title, Variant actor)
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{
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@@ -34,12 +35,12 @@ public partial class dialog_bubble : CanvasLayer
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}
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public override void _Process(double delta)
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{
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if (richText.VisibleCharacters < richText.Text.Length && GetNode<Timer>("typewriter_timer").IsStopped())
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if (richText.VisibleCharacters < Regex.Replace(richText.Text, @"\[[^]]+\]", "").Length && GetNode<Timer>("typewriter_timer").IsStopped())
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{
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richText.VisibleCharacters++;
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GetNode<Timer>("typewriter_timer").Start();
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}
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if (Input.IsActionJustPressed("ui_accept") && richText.VisibleCharacters == -1 | richText.Text.Length == richText.VisibleCharacters)
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if (Input.IsActionJustPressed("ui_accept") && Visible == true && richText.VisibleCharacters == -1 | Regex.Replace(richText.Text, @"\[[^]]+\]", "").Length == richText.VisibleCharacters)
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{
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if (dlgPointer < dlgLines.Count && dlgLines[dlgPointer] is string)
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{
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