Hide items for dialog chooser. Fixes #59
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@@ -140,7 +140,6 @@ func _on_say_finished():
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emit_signal("say_finished")
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emit_signal("say_finished")
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func _on_say_visible():
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func _on_say_visible():
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emit_signal("say_visible")
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emit_signal("say_visible")
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@@ -155,6 +154,7 @@ func _on_say_visible():
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func choose(dialog_player: Node, dialog: ESCDialog, type: String):
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func choose(dialog_player: Node, dialog: ESCDialog, type: String):
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_dialog_player = dialog_player
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_dialog_player = dialog_player
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escoria.game_scene.close_inventory()
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state_machine.states_map["choices"].initialize(dialog_player, self, dialog, type)
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state_machine.states_map["choices"].initialize(dialog_player, self, dialog, type)
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state_machine._change_state("choices")
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state_machine._change_state("choices")
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@@ -166,11 +166,10 @@ func do_choose(dialog_player: Node, dialog: ESCDialog, type: String = "simple"):
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chooser = preload(\
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chooser = preload(\
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"res://addons/escoria-ui-return-monkey-island-dialog-simple/chooser/simple.tscn"\
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"res://addons/escoria-ui-return-monkey-island-dialog-simple/chooser/simple.tscn"\
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).instance()
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).instance()
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dialog_player.add_child(chooser)
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dialog_player.add_child(chooser)
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chooser.set_dialog(dialog)
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chooser.set_dialog(dialog)
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chooser.show_chooser()
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chooser.show_chooser()
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var option = yield(chooser, "option_chosen")
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var option = yield(chooser, "option_chosen")
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dialog_player.remove_child(chooser)
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dialog_player.remove_child(chooser)
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# MODIFIED FOR RETURN TO MONKEY UI
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# MODIFIED FOR RETURN TO MONKEY UI
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@@ -11,6 +11,8 @@ func initialize(dialog_player) -> void:
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func enter():
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func enter():
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escoria.logger.trace(self, "Dialog State Machine: Entered 'finish'.")
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escoria.logger.trace(self, "Dialog State Machine: Entered 'finish'.")
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escoria.game_scene.open_inventory()
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func update(_delta):
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func update(_delta):
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@@ -25,11 +25,9 @@ func show_inventory():
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$FloatingInventory/InventoryTween.remove_all()
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$FloatingInventory/InventoryTween.remove_all()
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$FloatingInventory/InventoryTween.interpolate_property(
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$FloatingInventory/InventoryTween.interpolate_property(
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$FloatingInventory/panel,
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$FloatingInventory/panel,
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"rect_position:x",
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"visible",
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$FloatingInventory/panel.rect_position.x,
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0,
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$FloatingInventory/panel.rect_position.x - \
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1,
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$FloatingInventory/panel.rect_size.x - \
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$HBoxContainer/inventory_button.rect_size.x,
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0.6
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0.6
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)
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)
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$FloatingInventory/InventoryTween.start()
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$FloatingInventory/InventoryTween.start()
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@@ -43,12 +41,10 @@ func hide_inventory():
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$FloatingInventory/InventoryTween.remove_all()
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$FloatingInventory/InventoryTween.remove_all()
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$FloatingInventory/InventoryTween.interpolate_property(
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$FloatingInventory/InventoryTween.interpolate_property(
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$FloatingInventory/panel,
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$FloatingInventory/panel,
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"rect_position:x",
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"visible",
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$FloatingInventory/panel.rect_position.x,
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1,
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$FloatingInventory/panel.rect_position.x + \
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0,
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$FloatingInventory/panel.rect_size.x + \
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0.01
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$HBoxContainer/inventory_button.rect_size.x,
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0.6
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)
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)
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$FloatingInventory/InventoryTween.start()
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$FloatingInventory/InventoryTween.start()
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yield($FloatingInventory/InventoryTween,"tween_all_completed")
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yield($FloatingInventory/InventoryTween,"tween_all_completed")
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