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class_name Dialogue
extends Node
signal next(arg: Variant)
@onready var parent: Node2D = get_parent()
@onready var cam: GameCamera = parent.get_node("GameCamera")
enum Type { SAY, ASK }
var type: Type
func say(who: Object, text: String):
var tb: TextBubble = preload("res://text_bubble.tscn").instantiate()
tb.text = text
if who is Node2D:
tb.global_position = who.global_position + Vector2(0, -20)
else:
tb.global_position = cam.global_position
tb.add_to_group("text_bubbles")
parent.add_child(tb)
type = Type.SAY
await next
func ask(who: Object, text: String, options: Array[String]) -> String:
var tb: TextBubble = preload("res://text_bubble.tscn").instantiate()
tb.text = text
tb.options = options
tb.connect("answered", _on_answered)
if who is Node2D:
tb.global_position = who.global_position + Vector2(0, -20)
else:
tb.global_position = cam.global_position
tb.add_to_group("text_bubbles")
parent.add_child(tb)
type = Type.ASK
return await next
func _process(_delta: float):
if type == Type.SAY and (Input.is_action_just_pressed("action") or Input.is_action_just_pressed("jump")):
get_tree().call_group("text_bubbles", "queue_free")
next.emit()
func _on_answered(answer: String):
get_tree().call_group("text_bubbles", "queue_free")
next.emit(answer)
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