Added possibility to deactivate an interactionarea if there is no more timelines to play

This commit is contained in:
2025-08-20 00:48:12 +02:00
parent 871e1856f1
commit eeb56fd7ad
4 changed files with 10 additions and 2 deletions
@@ -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);
}
}