Files
Archipelago-Game/Scripts/dialogue_trigger_connector.gd

52 lines
1.4 KiB
GDScript

extends Node
#
## Signals
signal DialogueTriggered(dialogue_name: String)
#
## Exports
#@export var dialogue_box: DialogueBox
#
## Private Variables
#var _dialogue_triggers_in_area: Array[DialogueTrigger] = []
#
## Private Methods
#func _on_map_changed(map_id: Enums.MapIds) -> void:
#var player := GroupUtils.GetPlayerBody() as PlayerBody
#if !player:
#return
#
#dialogue_box.DialogueStarted.connect(player.QueueCutsceneState)
#dialogue_box.DialogueEnded.connect(player.QueueEndCutsceneState)
#
#var dialogue_triggers := GroupUtils.GetAllDialogueTriggers()
#
#for trigger in dialogue_triggers:
#trigger.DialogueTriggered.connect(_on_dialogue_triggered)
#
#
#func _on_dialogue_triggered(dialogue_name: String) -> void:
## Wait one frame so we don't immediately close dialogue box
## TODO This is stupid
#await get_tree().process_frame
#DialogueTriggered.emit(dialogue_name)
#
#
#func _on_interact_scanned(area: Area2D) -> void:
#if area is not DialogueTrigger or _dialogue_triggers_in_area.has(area):
#return
#_dialogue_triggers_in_area.append(area)
#
#
#func _on_interact_unscanned(area: Area2D) -> void:
#if area is not DialogueTrigger or !_dialogue_triggers_in_area.has(area):
#return
#_dialogue_triggers_in_area.erase(area)
#
#
#func _on_interact_triggered() -> void:
#if _dialogue_triggers_in_area.is_empty():
#return
#
#var trigger := _dialogue_triggers_in_area[0]
#trigger.Trigger()