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107 Commits

Author SHA1 Message Date
jonathan 83091cc4b4 style testing
- added sun overlay effect
- added scrolling fog
- added post processing (ACES tonemapping)
- added particles
- added more plants
- increased wind strength
2025-09-05 01:14:47 +02:00
Jonathan 9bebe1a44d Merge pull request 'Implemented first demo quest line' (#15) from feature/implement_quests into develop
Reviewed-on: #15
2025-08-14 23:28:09 +02:00
jonathan 06a270e916 Renamed function to not sound like a unity signal 2025-08-14 23:27:15 +02:00
jonathan b621df5435 removed invisible character 2025-08-14 23:16:52 +02:00
jonathan 03dbc08293 quest status name refactoring 2025-08-14 21:54:18 +02:00
jonathan 8676bbb2f6 Fix spelling 2025-08-13 17:13:33 +02:00
jonathan 6e998810b6 Completed first demo quest line 2025-08-13 03:23:45 +02:00
jonathan c96be7467e Added Quest field 2025-08-11 19:15:12 +02:00
Jonathan 6aa7530502 Added speed hack for vesna 2025-08-06 21:25:28 +02:00
Jonathan d7ac1c6c22 Fixed retrigger yeli dialog 2025-08-06 20:04:24 +02:00
Jonathan 0170a53b5a Added more quest stuff including dialogic quest condition 2025-08-06 18:20:38 +02:00
cblech abc33fd06c Added first quests 2025-08-06 18:19:52 +02:00
cblech 2fbeb93018 Dialogic quest addition and plugin fix 2025-08-06 18:19:08 +02:00
Jonathan 9253a78a06 Merge pull request 'feature/showcase_bugfixing_kathi' (#14) from feature/showcase_bugfixing_kathi into develop
Reviewed-on: #14
2025-08-06 18:16:53 +02:00
kziolkowski 0008b16d48 Adjusted moving values and animations to make vesna not slide any more 2025-08-02 15:32:13 +02:00
kziolkowski 8e0dced918 Vesna can walk diagonally now 2025-08-02 15:08:38 +02:00
kziolkowski 2e21fb7e98 Made sure splash screen features logo 2025-08-02 13:55:11 +02:00
kziolkowski b69191e7f7 fixed pickup layering 2025-08-02 13:46:01 +02:00
kziolkowski 8f75b5b644 Added secondary outline mat and assigned it to inventory items 2025-08-02 13:38:07 +02:00
kziolkowski 6275bea52c MAde Vesna and Yeli disappear on dialogic start 2025-07-31 23:30:12 +02:00
kziolkowski 279cac22ee Fixed dialogic settings 2025-07-31 23:25:43 +02:00
kziolkowski e88ba2e1ef Updated interaction area setups to avoid nullrefs 2025-07-31 23:08:10 +02:00
kziolkowski f01143e887 cleaned up dialogue structure and removed vesna2 from dialogues 2025-07-31 22:09:37 +02:00
kziolkowski 18711776bb Fixed output error ERROR: Script class can only be set together with base class name 2025-07-31 21:45:22 +02:00
kziolkowski 0f246825fc Added Wellbehaviour and fixed door interaction to offer outlines 2025-07-31 20:36:17 +02:00
kziolkowski 19e30dd0b8 Removed disclaimer reference from bootstrap 2025-07-31 20:35:49 +02:00
kziolkowski 730c4999d7 Extracted FightAttack Enum in the hopes of fixing errors 2025-07-31 20:35:24 +02:00
kziolkowski cfe604d3b7 set duck body scale to 1,1 2025-07-31 18:55:06 +02:00
kziolkowski ad16b86171 wip exchanging interaction label with outline 2025-07-27 13:17:34 +02:00
kziolkowski 5ee295256b Fixed Yeli Layering issue in indoor scene 2025-07-26 17:05:17 +02:00
kziolkowski ab23d41496 Fixed ysorting on ducks and trash 2025-07-26 16:51:05 +02:00
Jonathan ae0944fe00 Merge pull request 'feature/showcase_kathi' (#12) from feature/showcase_kathi into develop
Reviewed-on: #12
2025-07-23 12:37:47 +02:00
kziolkowski 486cfb5546 WIP trying to fix the last plant stage bug on repeated farming rounds 2025-07-17 22:10:08 +02:00
kziolkowski b92eb909ad Removed no longer needed print statements 2025-07-17 20:47:34 +02:00
kziolkowski d2c7302ab2 Fixed farming (the way it was before) 2025-07-17 20:44:28 +02:00
kziolkowski 5affc48dc5 Added scene transitions between fighting scene, credits, and start 2025-07-11 04:12:42 +02:00
kziolkowski cdb6b83124 Merge remote-tracking branch 'origin/feature/fight_system' into feature/showcase_kathi 2025-07-11 03:55:56 +02:00
kziolkowski a4f9511892 WIP fixing farming mechanic again 2025-07-11 03:55:36 +02:00
cblech cc7e8c5c4b Added Credits 2025-07-11 03:49:09 +02:00
kziolkowski 7a3e96d679 Merge remote-tracking branch 'origin/feature/fight_system' into feature/showcase_kathi 2025-07-11 03:13:08 +02:00
kziolkowski e38c391e1c Reworked flow to make it playable somehow 2025-07-11 03:12:29 +02:00
cblech c0e002f783 made you win waiting time shorter 2025-07-11 03:01:49 +02:00
cblech e8850ca7c5 Added chuga dialog to fight scene 2025-07-11 03:00:47 +02:00
kziolkowski eaedf8c396 WIP Beetroot 2025-07-11 03:00:43 +02:00
kziolkowski ffa20bbdf8 Added trash to first outdoor scene 2025-07-11 00:56:51 +02:00
kziolkowski b77b6e3a52 Added second outdoor scene after tutorial 2025-07-11 00:17:31 +02:00
cblech 69cb63ad89 merge auto fixes 2025-07-11 00:15:28 +02:00
cblech 11790434f5 Merge remote-tracking branch 'origin/feature/showcase_kathi' into feature/fight_system 2025-07-11 00:11:33 +02:00
kziolkowski c7d56301fc Added counter script to count ducks (and other things) 2025-07-10 23:58:33 +02:00
cblech 8bd2b09232 Added healing 2025-07-10 23:32:16 +02:00
kziolkowski 480d149ede SceneTransition Rework completed 2025-07-10 23:23:20 +02:00
cblech c6fc400994 Added second fight with mavkha 2025-07-10 19:30:57 +02:00
kziolkowski 16251db248 WIP new SceneTransition system 2025-07-10 19:07:46 +02:00
cblech 4752002caf Added action per round 2025-07-10 18:29:18 +02:00
cblech 0e028a2cb9 Renamed signal 2025-07-10 16:12:47 +02:00
cblech 01a281c2aa Fixed camera bounds 2025-07-10 16:04:12 +02:00
cblech 2a46d363e9 Changed music to forrest 2025-07-10 15:43:36 +02:00
cblech 92c3f5e054 Target only alive enemies 2025-07-10 15:25:11 +02:00
cblech 6727339e9a Added audio to fight 2025-07-10 04:39:33 +02:00
cblech e3d67722de Merge remote-tracking branch 'origin/Nao's-Sounds' into feature/fight_system 2025-07-10 03:47:40 +02:00
cblech b6fd6292e3 Basic fighting system 2025-07-10 03:38:48 +02:00
kziolkowski e8c24e18be Added indoor bedroom scene 2025-07-10 01:25:52 +02:00
kziolkowski 199d0873c8 Set up beetroot quest and added cat to indoor scene. 2025-07-10 01:19:00 +02:00
kziolkowski e84ef716f6 Merge remote-tracking branch 'origin/feature_sanel-dialogic' into feature/showcase_kathi
# Conflicts:
#	project.godot
2025-07-09 23:53:40 +02:00
kziolkowski 135ba0d198 Reworked Domovoi kitchen animation and added AnimationStarter script 2025-07-09 23:50:43 +02:00
kziolkowski 202f8809aa Fixed plant layering issue 2025-07-09 23:03:56 +02:00
kziolkowski 28bb81c0b0 Added fence gates and fixed dialogic toggle for inventory 2025-07-09 22:58:36 +02:00
kziolkowski b9c5de6dc3 Made labels visible on ducks 2025-07-09 22:49:07 +02:00
kziolkowski 8c18688a69 MVP duck setup 2025-07-09 22:40:03 +02:00
kziolkowski 2429958741 Added Disclaimer scene 2025-07-09 21:40:02 +02:00
kziolkowski 6b5a8ee126 WIP duck behaviour 2025-07-09 20:52:43 +02:00
kziolkowski 8d40529349 Changed StartScreen layout and added Quit button 2025-07-09 20:52:33 +02:00
kziolkowski 9e97cc3b80 WIP duck pushing behaviour 2025-07-08 23:53:50 +02:00
kziolkowski ebc3ee9cf9 Implemented basic duck running away from vesna mechanic 2025-07-08 22:23:28 +02:00
kziolkowski a1bbe44105 Merge remote-tracking branch 'origin/Nao's-Sounds' into feature/showcase_kathi 2025-07-08 21:33:59 +02:00
kziolkowski 3ce10c8ba9 Merge remote-tracking branch 'origin/Nao's-Sounds' into feature/showcase_kathi 2025-07-08 21:33:37 +02:00
kziolkowski 7e6163ed68 updated project.godot 2025-07-07 21:16:36 +02:00
kziolkowski 55d6222698 Added Camera to Indoor Common Room scene and renamend scene asset 2025-07-07 16:37:10 +02:00
kziolkowski d7ad2ba072 reverted / recreated inventory changes 2025-07-07 16:14:07 +02:00
kziolkowski 9c50a63dc3 Merge branch 'develop' into feature/showcase_kathi 2025-07-07 15:34:53 +02:00
kziolkowski ec653aa847 readded camera ref to farming behaviour 2025-07-07 01:17:41 +02:00
kziolkowski 9acea54f28 Added duck sprite 2025-07-07 00:46:57 +02:00
kziolkowski 2f5296e05a Diversified field shapes 2025-07-06 23:48:01 +02:00
kziolkowski e8a58655ad Added grass textures and field borders 2025-07-06 23:28:02 +02:00
kziolkowski aa3789566c Duplicated sunflower field parallaxe layer to ensure seamlessness on big screens 2025-07-06 22:00:39 +02:00
kziolkowski 9c7ae20c18 Reworked Camera controls outside scene 2025-07-06 21:56:15 +02:00
Nao 9f04c8819f SFX for Mavkas (Voices but more "ghostly") Added 2025-07-06 20:20:03 +02:00
Nao 6cd7be196b SFX Wolf + Mavka Voices (when hit in battle) Added 2025-07-06 20:11:50 +02:00
kziolkowski ab2cf3f497 wateringcanstate uid? 2025-07-06 12:26:07 +02:00
kziolkowski bf096aa716 visual improvements on farm scene 2025-07-06 12:25:44 +02:00
Nao 6de8368414 Farm Atmos Added 2025-07-05 23:23:39 +02:00
Nao d20085a67c SFX Water Attack Added (Vesna + Slimes) 2025-07-05 23:17:58 +02:00
Nao 648ae8395b SFX added for Root Attack, Mavka + Vesna 2025-07-05 23:01:43 +02:00
Nao b68eb0953e SFX Duck Flügelflattern "Wings" + Schlappentornado Added 2025-07-05 21:51:19 +02:00
Nao 7eb18caaaf Added SFX for Healing magic 2025-07-02 21:24:21 +02:00
Nao e65e82f421 Added SFX Duck & Combat, moved Cat SFX to folder "animals" 2025-07-02 21:23:36 +02:00
Nao 691e613a5c Added SFX for Combat 2025-06-28 17:04:20 +02:00
Nao 250f0d07ca SFX Slime Hit Variations (Pitch) Added 2025-06-17 15:43:33 +02:00
Nao f481f5bea7 SFX Added: UI (Dialog + Confirmation), Slime Hit 2025-06-17 15:39:02 +02:00
Nao b8cb60aec9 Placeholder for Quest Fail added 2025-06-02 16:06:52 +02:00
Nao 55a3e56791 New SFX for Door added 2025-06-02 15:56:36 +02:00
Nao 4261789f13 SFX Quest Complete Placeholder added (need more time) 2025-05-18 20:34:00 +02:00
Nao ce18c89c09 Farm Atmos Nighttime added 2025-05-18 19:21:51 +02:00
Nao 7643cccebf New SFX and Forest Atmos Nighttime added 2025-05-18 19:04:02 +02:00
Nao 7e4d733d7c SFX for kitchen added (cutlery, plates, etc) and a few renamed 2025-05-18 17:52:59 +02:00
Nao 1dcd900737 SFX Snoring Added 2025-05-18 15:33:02 +02:00
Nao 74c3540c96 SFX Door Open and Close added 2025-05-18 15:10:08 +02:00
502 changed files with 17527 additions and 1048 deletions
+8 -1
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+22
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@@ -0,0 +1,22 @@
@tool
extends EditorPlugin
func _enter_tree() -> void:
if !ProjectSettings.has_setting("babushka/hacks/speed_hack"):
ProjectSettings.set_setting("babushka/hacks/speed_hack",-1)
var property_info = {
"name": "babushka/hacks/speed_hack",
"type": TYPE_FLOAT,
"hint": PROPERTY_HINT_RANGE,
"hint_string": "-1,20,0.5"
}
ProjectSettings.add_property_info(property_info)
ProjectSettings.set_initial_value("babushka/hacks/speed_hack",-1)
func _exit_tree() -> void:
# Clean-up of the plugin goes here.
pass
@@ -0,0 +1 @@
uid://buwfplh0xji8q
+7
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@@ -0,0 +1,7 @@
[plugin]
name="BabushkaHelpers"
description=""
author="Cozy Raven"
version=""
script="babushkahelpers.gd"
+2
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@@ -96,6 +96,8 @@ func _save_external_data() -> void:
if _editor_view_and_manager_exist(): if _editor_view_and_manager_exist():
editor_view.editors_manager.save_current_resource() editor_view.editors_manager.save_current_resource()
DialogicResourceUtil.update_directory('.tres')
func _get_unsaved_status(for_scene:String) -> String: func _get_unsaved_status(for_scene:String) -> String:
if for_scene.is_empty(): if for_scene.is_empty():
@@ -0,0 +1,55 @@
@tool
extends DialogicEvent
class_name DialogicQuestActivateEvent
# Define properties of the event here
var quest_resource: String
func _execute() -> void:
var resource = ResourceLoader.load(quest_resource)
QuestManager.ChangeQuestStatus(resource,QuestEventUtils.QuestStatus.AVAILABLE)
QuestManager.SetActiveQuest(resource)
finish() # called to continue with the next event
#region INITIALIZE
################################################################################
# Set fixed settings of this event
func _init() -> void:
event_name = "Activate Quest"
event_category = "Quest"
#endregion
#region SAVING/LOADING
################################################################################
func get_shortcode() -> String:
return "quest_activate"
func get_shortcode_parameters() -> Dictionary:
return {
#param_name : property_info
"quest_resource" : {"property": "quest_resource", "default": ""},
}
# You can alternatively overwrite these 3 functions: to_text(), from_text(), is_valid_event()
#endregion
#region EDITOR REPRESENTATION
################################################################################
func build_event_editor() -> void:
add_header_label("Activate Quest")
add_header_edit(
"quest_resource",
ValueType.DYNAMIC_OPTIONS,
{
"mode":2,
"suggestions_func":QuestEventUtils.quest_resource_suggestrions
})
#endregion
@@ -0,0 +1 @@
uid://br3a7napsjmg3
@@ -0,0 +1,55 @@
@tool
extends DialogicEvent
class_name DialogicQuestCompleteEvent
# Define properties of the event here
var quest_resource: String
func _execute() -> void:
var resource = ResourceLoader.load(quest_resource)
QuestManager.ChangeQuestStatus(resource,QuestEventUtils.QuestStatus.DONE)
QuestManager.SetActiveQuest(null)
finish() # called to continue with the next event
#region INITIALIZE
################################################################################
# Set fixed settings of this event
func _init() -> void:
event_name = "Complete Quest"
event_category = "Quest"
#endregion
#region SAVING/LOADING
################################################################################
func get_shortcode() -> String:
return "quest_complete"
func get_shortcode_parameters() -> Dictionary:
return {
#param_name : property_info
"quest_resource" : {"property": "quest_resource", "default": ""},
}
# You can alternatively overwrite these 3 functions: to_text(), from_text(), is_valid_event()
#endregion
#region EDITOR REPRESENTATION
################################################################################
func build_event_editor() -> void:
add_header_label("Complete Quest")
add_header_edit(
"quest_resource",
ValueType.DYNAMIC_OPTIONS,
{
"mode":2,
"suggestions_func":QuestEventUtils.quest_resource_suggestrions
})
#endregion
@@ -0,0 +1 @@
uid://c8mtjwpe7c0h
@@ -0,0 +1,163 @@
@tool
extends DialogicEvent
class_name DialogicQuestConditionEvent
## Event that allows branching a timeline based on a condition.
#enum ConditionTypes {IF, ELIF, ELSE}
### Settings
## condition type (see [ConditionTypes]). Defaults to if.
#var condition_type := ConditionTypes.IF
## The condition as a string. Will be executed as an Expression.
#var condition := ""
var quest_resource: String
var compare_status: QuestEventUtils.QuestStatusOrActive
################################################################################
## EXECUTE
################################################################################
func _execute() -> void:
var resource = ResourceLoader.load(quest_resource)
var result: bool
if compare_status == QuestEventUtils.QuestStatusOrActive.ACTIVE:
result = QuestManager.GetActiveQuest() == resource
elif compare_status == QuestEventUtils.QuestStatusOrActive.NOT_ACTIVE:
result = QuestManager.GetActiveQuest() != resource
else:
result = QuestManager.GetQuestStatus(resource).status == compare_status
if not result:
var idx: int = dialogic.current_event_idx
var ignore := 1
while true:
idx += 1
if not dialogic.current_timeline.get_event(idx) or ignore == 0:
break
elif dialogic.current_timeline.get_event(idx).can_contain_events:
ignore += 1
elif dialogic.current_timeline.get_event(idx) is DialogicEndBranchEvent:
ignore -= 1
dialogic.current_event_idx = idx-1
finish()
## only called if the previous event was an end-branch event
## return true if this event should be executed if the previous event was an end-branch event
func should_execute_this_branch() -> bool:
return true
################################################################################
## INITIALIZE
################################################################################
func _init() -> void:
event_name = "Quest Condition"
set_default_color('Color3')
event_category = "Quest"
event_sorting_index = 1
can_contain_events = true
# return a control node that should show on the END BRANCH node
func get_end_branch_control() -> Control:
return load(get_script().resource_path.get_base_dir().path_join('ui_quest_condition_end.tscn')).instantiate()
################################################################################
## SAVING/LOADING
################################################################################
func to_text() -> String:
return 'ifquest ' + quest_resource + ', ' + str(compare_status) + ':'
func from_text(string:String) -> void:
#if string.strip_edges().begins_with('if'):
# condition = string.strip_edges().trim_prefix('if ').trim_suffix(':').strip_edges()
# condition_type = ConditionTypes.IF
var strings:Array[String]
strings.assign(string.strip_edges().trim_prefix('ifquest ').trim_suffix(':').strip_edges().split(','))
quest_resource = strings[0].strip_edges()
var compare_string: String = strings[1].strip_edges()
if compare_string.is_valid_int():
compare_status = compare_string.to_int()
else:
compare_status = QuestEventUtils.QuestStatusOrActive.get(compare_string)
func is_valid_event(string:String) -> bool:
if string.strip_edges().begins_with('ifquest '):
return true
return false
################################################################################
## EDITOR REPRESENTATION
################################################################################
func build_event_editor() -> void:
add_header_label("IF")
add_header_edit(
"quest_resource",
ValueType.DYNAMIC_OPTIONS,
{
"mode":2,
"suggestions_func":QuestEventUtils.quest_resource_suggestrions
})
add_header_label("IS")
add_header_edit("compare_status",ValueType.FIXED_OPTIONS,{
'options': [
{
'label': 'HIDDEN',
'value': QuestEventUtils.QuestStatusOrActive.HIDDEN,
},
{
'label': 'AVAILABLE',
'value': QuestEventUtils.QuestStatusOrActive.AVAILABLE,
},
{
'label': 'DONE',
'value': QuestEventUtils.QuestStatusOrActive.DONE,
},
{
'label': 'CANCLED',
'value': QuestEventUtils.QuestStatusOrActive.CANCLED,
},
{
'label': 'ACTIVE',
'value': QuestEventUtils.QuestStatusOrActive.ACTIVE,
},
{
'label': 'NOT_ACTIVE',
'value': QuestEventUtils.QuestStatusOrActive.NOT_ACTIVE,
}
]})
func _get_icon() -> Resource:
return load("res://addons/dialogic/Modules/Condition/icon.svg")
####################### CODE COMPLETION ########################################
################################################################################
func _get_code_completion(CodeCompletionHelper:Node, TextNode:TextEdit, line:String, _word:String, symbol:String) -> void:
pass
func _get_start_code_completion(_CodeCompletionHelper:Node, TextNode:TextEdit) -> void:
TextNode.add_code_completion_option(CodeEdit.KIND_PLAIN_TEXT, 'ifquest', 'ifquest ', TextNode.syntax_highlighter.code_flow_color)
#################### SYNTAX HIGHLIGHTING #######################################
################################################################################
func _get_syntax_highlighting(Highlighter:SyntaxHighlighter, dict:Dictionary, line:String) -> Dictionary:
var word := line.get_slice(' ', 0)
dict[line.find(word)] = {"color":Highlighter.code_flow_color}
dict[line.find(word)+len(word)] = {"color":Highlighter.normal_color}
dict = Highlighter.color_condition(dict, line)
return dict
@@ -0,0 +1 @@
uid://b2ggc2f5kh61j
@@ -0,0 +1,43 @@
@tool
class_name QuestEventUtils
enum QuestStatus{
HIDDEN = 0,
AVAILABLE = 1,
DONE = 2,
CANCLED = 3
}
enum QuestStatusOrActive{
HIDDEN = 0,
AVAILABLE = 1,
DONE = 2,
CANCLED = 3,
ACTIVE = 4,
NOT_ACTIVE = 5
}
static func quest_resource_suggestrions(search_text:String) -> Dictionary:
var ret_val = {}
var quest_paths = get_all_file_paths("res://resources/quests")
for path in quest_paths:
var res = ResourceLoader.load(path)
ret_val[res.id]= {"value":path, "tooltip":res.title + "\n\n" + res.description}
return ret_val
static func get_all_file_paths(path: String) -> Array[String]:
var file_paths: Array[String] = []
var dir = DirAccess.open(path)
dir.list_dir_begin()
var file_name = dir.get_next()
while file_name != "":
var file_path = path + "/" + file_name
if dir.current_is_dir():
file_paths += get_all_file_paths(file_path)
else:
file_paths.append(file_path)
file_name = dir.get_next()
return file_paths
@@ -0,0 +1 @@
uid://d1x2343wpkdku
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@@ -0,0 +1,9 @@
@tool
extends DialogicIndexer
func _get_events() -> Array:
return [
this_folder.path_join('event_quest_activate.gd'),
this_folder.path_join('event_quest_complete.gd'),
this_folder.path_join('event_quest_condition.gd')
]
@@ -0,0 +1 @@
uid://wup1fvm05rqv
@@ -0,0 +1,51 @@
@tool
extends HBoxContainer
var parent_resource: DialogicEvent = null
func _ready() -> void:
$AddElif.button_up.connect(add_elif)
$AddElse.button_up.connect(add_else)
func refresh() -> void:
if parent_resource is DialogicQuestConditionEvent:
# hide add elif and add else button on ELSE event
$AddElif.visible = false# parent_resource.condition_type != DialogicConditionEvent.ConditionTypes.ELSE
$AddElse.visible = true# parent_resource.condition_type != DialogicConditionEvent.ConditionTypes.ELSE
$Label.text = "End of If Quest" #"End of "+["IF", "ELIF", "ELSE"][parent_resource.condition_type]+" ("+parent_resource.condition+")"
# hide add add else button if followed by ELIF or ELSE event
var timeline_editor := find_parent('VisualEditor')
if timeline_editor:
var next_event: DialogicEvent = null
if timeline_editor.get_block_below(get_parent()):
next_event = timeline_editor.get_block_below(get_parent()).resource
if next_event is DialogicConditionEvent:
if next_event.condition_type != DialogicConditionEvent.ConditionTypes.IF:
$AddElse.hide()
#if parent_resource.condition_type == DialogicConditionEvent.ConditionTypes.ELSE:
# $Label.text = "End of ELSE"
else:
hide()
func add_elif() -> void:
var timeline := find_parent('VisualEditor')
if timeline:
var resource := DialogicConditionEvent.new()
resource.condition_type = DialogicConditionEvent.ConditionTypes.ELIF
timeline.add_event_undoable(resource, get_parent().get_index()+1)
timeline.indent_events()
timeline.something_changed()
func add_else() -> void:
var timeline := find_parent('VisualEditor')
if timeline:
var resource := DialogicConditionEvent.new()
resource.condition_type = DialogicConditionEvent.ConditionTypes.ELSE
timeline.add_event_undoable(resource, get_parent().get_index()+1)
timeline.indent_events()
timeline.something_changed()
@@ -0,0 +1 @@
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[ext_resource type="Script" uid="uid://dlrnhnnonum4o" path="res://addons/dialogic_additions/Quest/ui_condition_end.gd" id="1_f3miq"]
[node name="Condition_End" type="HBoxContainer"]
offset_right = 90.0
offset_bottom = 23.0
script = ExtResource("1_f3miq")
[node name="Label" type="Label" parent="."]
layout_mode = 2
text = "End of condition X"
[node name="AddElif" type="Button" parent="."]
layout_mode = 2
text = "Add Elif"
[node name="AddElse" type="Button" parent="."]
layout_mode = 2
text = "Add Else"
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