2025-06-14 10:33:43 +02:00
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using Godot;
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namespace Babushka.scripts.CSharp.Common.NPC;
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2025-08-19 14:10:34 +02:00
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[GlobalClass]
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2025-06-14 10:33:43 +02:00
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public partial class TalkingCharacter : Node2D
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{
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2025-07-11 03:00:47 +02:00
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[Export] private AnimatedSprite2D? _sprite;
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2025-06-14 10:33:43 +02:00
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[Export] private string[] _timelinesToPlay;
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2025-07-23 20:48:56 +02:00
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[Export] private bool _retriggerSameTimeline = false;
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2025-07-11 03:00:47 +02:00
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2025-08-19 14:10:34 +02:00
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public static bool isTalking = false;
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private int _timelineIndex = 0;
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2025-08-19 14:10:34 +02:00
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public static void SetTalking(bool talking)
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{
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isTalking = talking;
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}
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2025-06-14 10:33:43 +02:00
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[Signal] public delegate void TalkingEventHandler(string timelineName);
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public override void _Ready()
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{
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2025-08-19 14:10:34 +02:00
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//ToggleTalking();
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if (_sprite != null)
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_sprite.Animation = "idle";
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_sprite?.Play();
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2025-06-14 10:33:43 +02:00
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}
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2025-06-14 10:33:43 +02:00
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public void ToggleTalking()
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{
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2025-08-19 14:10:34 +02:00
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GD.Print("ToggleTalking");
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if (isTalking || _timelineIndex >= _timelinesToPlay.Length)
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2025-06-14 10:33:43 +02:00
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{
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2025-07-11 03:00:47 +02:00
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if (_sprite != null)
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_sprite.Animation = "idle";
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2025-08-19 14:10:34 +02:00
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//_isTalking = false;
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2025-06-14 10:33:43 +02:00
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}
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else
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{
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2025-07-11 03:00:47 +02:00
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if (_sprite != null)
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_sprite.Animation = "talk";
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2025-08-19 14:10:34 +02:00
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//_isTalking = true;
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2025-06-14 10:33:43 +02:00
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EmitSignal(SignalName.Talking, _timelinesToPlay[_timelineIndex]);
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if (!_retriggerSameTimeline)
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_timelineIndex++;
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}
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if (_sprite != null)
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_sprite.Play();
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2025-06-14 10:33:43 +02:00
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}
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}
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