Added possibility to deactivate an interactionarea if there is no more timelines to play
This commit is contained in:
@@ -26,6 +26,10 @@ public partial class InteractionArea2D : Node2D
|
||||
set => _active = value;
|
||||
}
|
||||
|
||||
public void SetActiveInverse(bool active)
|
||||
{
|
||||
IsActive = !active;
|
||||
}
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
|
||||
@@ -12,7 +12,8 @@ public partial class TalkingCharacter : Node2D
|
||||
private int _timelineIndex = 0;
|
||||
|
||||
[Signal] public delegate void TalkingEventHandler(string timelineName);
|
||||
|
||||
[Signal] public delegate void FinishedTalkingEventHandler(bool hasTimeLinesToPlay);
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
ToggleTalking();
|
||||
@@ -37,5 +38,7 @@ public partial class TalkingCharacter : Node2D
|
||||
}
|
||||
if (_sprite != null)
|
||||
_sprite.Play();
|
||||
|
||||
EmitSignal(SignalName.FinishedTalking, _timelineIndex >= _timelinesToPlay.Length);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user