Quick and dirty fix, do not merge

This commit is contained in:
jonathan
2025-08-19 14:10:34 +02:00
parent f6e0c4e615
commit 57d19a8ad2
4 changed files with 23 additions and 6 deletions
+16 -5
View File
@@ -2,35 +2,46 @@ using Godot;
namespace Babushka.scripts.CSharp.Common.NPC;
[GlobalClass]
public partial class TalkingCharacter : Node2D
{
[Export] private AnimatedSprite2D? _sprite;
[Export] private string[] _timelinesToPlay;
[Export] private bool _retriggerSameTimeline = false;
private bool _isTalking = true;
public static bool isTalking = false;
private int _timelineIndex = 0;
public static void SetTalking(bool talking)
{
isTalking = talking;
}
[Signal] public delegate void TalkingEventHandler(string timelineName);
public override void _Ready()
{
ToggleTalking();
//ToggleTalking();
if (_sprite != null)
_sprite.Animation = "idle";
_sprite?.Play();
}
public void ToggleTalking()
{
if (_isTalking || _timelineIndex >= _timelinesToPlay.Length)
GD.Print("ToggleTalking");
if (isTalking || _timelineIndex >= _timelinesToPlay.Length)
{
if (_sprite != null)
_sprite.Animation = "idle";
_isTalking = false;
//_isTalking = false;
}
else
{
if (_sprite != null)
_sprite.Animation = "talk";
_isTalking = true;
//_isTalking = true;
EmitSignal(SignalName.Talking, _timelinesToPlay[_timelineIndex]);
if (!_retriggerSameTimeline)
_timelineIndex++;
+1 -1
View File
@@ -17,7 +17,7 @@ public partial class SceneTransition : Node
public void LoadSceneAtIndex(int index)
{
string sceneName = _sceneNamesToLoad[index];
SceneTransitionThreaded.Instance.ChangeSceneToFileThreaded(sceneName);
SceneTransitionThreaded.Instance.ChangeSceneToFile(sceneName);
UnloadAfterDelay();
}