Updated escoria-demo-game
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34
addons/escoria-dialog-simple/states/dialog_visible.gd
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34
addons/escoria-dialog-simple/states/dialog_visible.gd
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extends "res://addons/escoria-dialog-simple/patterns/state_machine/state.gd"
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# Reference to the currently playing dialog manager
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var _dialog_manager: ESCDialogManager = null
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func initialize(dialog_manager: ESCDialogManager) -> void:
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_dialog_manager = dialog_manager
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func enter():
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escoria.logger.trace(self, "Dialog State Machine: Entered 'visible'.")
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if not _dialog_manager.is_connected("say_finished", self, "_on_say_finished"):
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_dialog_manager.connect("say_finished", self, "_on_say_finished")
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func handle_input(_event):
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if _event is InputEventMouseButton and _event.pressed:
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if escoria.inputs_manager.input_mode != \
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escoria.inputs_manager.INPUT_NONE:
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if _dialog_manager.is_connected("say_finished", self, "_on_say_finished"):
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_dialog_manager.disconnect("say_finished", self, "_on_say_finished")
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emit_signal("finished", "interrupt")
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get_tree().set_input_as_handled()
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# Handles the end of a say function after it has emitted say_finished.
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func _on_say_finished():
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escoria.logger.trace(self, "Dialog State Machine: 'visible' -> 'finish'")
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emit_signal("finished", "finish")
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