fix: Wizard - NPCs have to be ESCItems instead of ESCPlayers
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@@ -42,6 +42,7 @@ const ANIMATION_SPEED_LABEL = "Animation speed"
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# Make the code more readable by shortening node references using constants
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const NAME_NODE = "VBoxContainer/HBoxContainer/configuration/VBoxContainer/node_name/MarginContainer2/GridContainer"
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const DIR_COUNT_NODE = "VBoxContainer/HBoxContainer/configuration/VBoxContainer/directions/HBoxContainer"
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const CHAR_TYPE_NODE = "VBoxContainer/HBoxContainer/configuration/VBoxContainer/charactertype/HBoxContainer"
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const ANIM_TYPE_NODE = "VBoxContainer/HBoxContainer/configuration/VBoxContainer/animation/HBoxContainer"
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const MIRROR_NODE = "VBoxContainer/HBoxContainer/configuration/VBoxContainer/animation/HBoxContainer2/HBoxContainer/MarginContainer3/mirror_checkbox"
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const ARROWS_NODE = "VBoxContainer/HBoxContainer/configuration/VBoxContainer/animation/HBoxContainer2/HBoxContainer/MarginContainer2/GridContainer"
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@@ -1248,7 +1249,15 @@ func export_player(scene_name) -> void:
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else:
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num_directions = 1
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var new_character = ESCPlayer.new()
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var new_character
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# NPCs can't be ESCPlayers or the player won't walk up to them when
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# you interact with them
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if get_node(CHAR_TYPE_NODE).get_node("npc").pressed:
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new_character = ESCItem.new()
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print("ITEM")
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else:
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new_character = ESCPlayer.new()
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new_character.selectable = true
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new_character.name = get_node(NAME_NODE).get_node("node_name").text
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if get_node(NAME_NODE).get_node("global_id").text == null:
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@@ -1256,7 +1265,7 @@ func export_player(scene_name) -> void:
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new_character.global_id = get_node(NAME_NODE).get_node("global_id").text
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new_character.tooltip_name = get_node(NAME_NODE).get_node("node_name").text
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new_character.selectable = true
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new_character.default_action = "look"
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var animations_resource = ESCAnimationResource.new()
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@@ -1335,6 +1344,14 @@ func export_player(scene_name) -> void:
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dialog_position.position.y = -(export_largest_sprite.y * 1.2)
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new_character.add_child(dialog_position)
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if get_node(CHAR_TYPE_NODE).get_node("npc").pressed:
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# Add Interaction Position to an NPC
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var interaction_position = ESCLocation.new()
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interaction_position.name = "interact_position"
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interaction_position.position.y = +(export_largest_sprite.y * 1.2)
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new_character.add_child(interaction_position)
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interaction_position.set_owner(new_character)
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progress_bar_update("Configuring animations")
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yield(get_tree(), "idle_frame")
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# Make it so all the nodes can be seen in the scene tree
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@@ -1697,5 +1714,20 @@ func animation_on_idle_checkbox_pressed() -> void:
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change_animation_type("idle")
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# When Auto storage checkbox is checked
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func _on_AutoStoreCheckBox_toggled(button_pressed: bool) -> void:
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autostore = button_pressed
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# When player checkbox selected
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func _on_player_pressed():
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# If player button was already selected, don't let it be unselected.
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get_node(CHAR_TYPE_NODE).get_node("player").pressed = true
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get_node(CHAR_TYPE_NODE).get_node("npc").pressed = false
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# When NPC checkbox selected
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func _on_npc_pressed():
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# If npc button was already selected, don't let it be unselected.
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get_node(CHAR_TYPE_NODE).get_node("npc").pressed = true
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get_node(CHAR_TYPE_NODE).get_node("player").pressed = false
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