Quick and dirty fix, do not merge
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@@ -1030,6 +1030,7 @@ y_sort_enabled = true
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[node name="Yeli" parent="YSorted" instance=ExtResource("24_wtdui")]
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[node name="Yeli" parent="YSorted" instance=ExtResource("24_wtdui")]
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position = Vector2(6403, 3362)
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position = Vector2(6403, 3362)
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_timelinesToPlay = PackedStringArray("yeli_quest_select")
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_timelinesToPlay = PackedStringArray("yeli_quest_select")
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_retriggerSameTimeline = true
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[node name="Vesna" parent="YSorted" node_paths=PackedStringArray("_fieldParent") instance=ExtResource("1_7wfwe")]
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[node name="Vesna" parent="YSorted" node_paths=PackedStringArray("_fieldParent") instance=ExtResource("1_7wfwe")]
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z_index = 1
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z_index = 1
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@@ -2343,6 +2344,7 @@ script = ExtResource("40_w3jkj")
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script = ExtResource("66_2065p")
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script = ExtResource("66_2065p")
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questResource = ExtResource("67_tm0yg")
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questResource = ExtResource("67_tm0yg")
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toStatus = 1
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toStatus = 1
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makeActive = true
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[node name="ToolsCollectedTrigger" type="Node" parent="SpeicialQuestTrigger"]
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[node name="ToolsCollectedTrigger" type="Node" parent="SpeicialQuestTrigger"]
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script = ExtResource("68_hux6i")
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script = ExtResource("68_hux6i")
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@@ -2,35 +2,46 @@ using Godot;
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namespace Babushka.scripts.CSharp.Common.NPC;
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namespace Babushka.scripts.CSharp.Common.NPC;
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[GlobalClass]
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public partial class TalkingCharacter : Node2D
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public partial class TalkingCharacter : Node2D
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{
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{
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[Export] private AnimatedSprite2D? _sprite;
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[Export] private AnimatedSprite2D? _sprite;
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[Export] private string[] _timelinesToPlay;
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[Export] private string[] _timelinesToPlay;
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[Export] private bool _retriggerSameTimeline = false;
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[Export] private bool _retriggerSameTimeline = false;
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private bool _isTalking = true;
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public static bool isTalking = false;
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private int _timelineIndex = 0;
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private int _timelineIndex = 0;
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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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[Signal] public delegate void TalkingEventHandler(string timelineName);
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[Signal] public delegate void TalkingEventHandler(string timelineName);
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public override void _Ready()
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public override void _Ready()
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{
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{
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ToggleTalking();
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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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}
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}
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public void ToggleTalking()
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public void ToggleTalking()
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{
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{
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if (_isTalking || _timelineIndex >= _timelinesToPlay.Length)
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GD.Print("ToggleTalking");
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if (isTalking || _timelineIndex >= _timelinesToPlay.Length)
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{
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{
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if (_sprite != null)
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if (_sprite != null)
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_sprite.Animation = "idle";
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_sprite.Animation = "idle";
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_isTalking = false;
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//_isTalking = false;
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}
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}
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else
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else
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{
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{
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if (_sprite != null)
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if (_sprite != null)
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_sprite.Animation = "talk";
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_sprite.Animation = "talk";
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_isTalking = true;
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//_isTalking = true;
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EmitSignal(SignalName.Talking, _timelinesToPlay[_timelineIndex]);
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EmitSignal(SignalName.Talking, _timelinesToPlay[_timelineIndex]);
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if (!_retriggerSameTimeline)
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if (!_retriggerSameTimeline)
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_timelineIndex++;
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_timelineIndex++;
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@@ -17,7 +17,7 @@ public partial class SceneTransition : Node
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public void LoadSceneAtIndex(int index)
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public void LoadSceneAtIndex(int index)
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{
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{
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string sceneName = _sceneNamesToLoad[index];
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string sceneName = _sceneNamesToLoad[index];
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SceneTransitionThreaded.Instance.ChangeSceneToFileThreaded(sceneName);
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SceneTransitionThreaded.Instance.ChangeSceneToFile(sceneName);
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UnloadAfterDelay();
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UnloadAfterDelay();
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}
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}
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@@ -5,3 +5,7 @@ class_name DialogicStartSpecific
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func open():
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func open():
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Dialogic.start(timeline)
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Dialogic.start(timeline)
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func _process(delta: float) -> void:
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TalkingCharacter.SetTalking(Dialogic.current_timeline!=null)
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