Fix: Make float dialog follow character (#430)

This commit is contained in:
Julian Murgia
2021-11-11 21:28:29 +01:00
committed by GitHub
parent 59c03dd9e2
commit b908a2aeee

View File

@@ -45,6 +45,13 @@ func _ready():
$Tween.connect("tween_completed", self, "_on_dialog_line_typed")
func _process(delta):
# Position the RichTextLabel on the character's dialog position, if any.
rect_position = _current_character.get_node("dialog_position") \
.get_global_transform_with_canvas().origin
rect_position.x -= rect_size.x / 2
# Make a character say something
#
# #### Parameters
@@ -57,9 +64,11 @@ func say(character: String, line: String) :
# Position the RichTextLabel on the character's dialog position, if any.
_current_character = escoria.object_manager.get_object(character).node
rect_position = _current_character.get_node("dialog_position").get_global_transform_with_canvas().origin
rect_position = _current_character.get_node("dialog_position") \
.get_global_transform_with_canvas().origin
rect_position.x -= rect_size.x / 2
# Start talking animation
_current_character.start_talking()
# Set text color to color set in the actor
@@ -76,9 +85,10 @@ func say(character: String, line: String) :
0.0, 1.0, time_show_full_text,
Tween.TRANS_LINEAR, Tween.EASE_IN_OUT)
tween.start()
set_process(true)
# Called by the dialog player when the
# Called by the dialog player when user wants to finish dialog fast.
func speedup():
if not _is_speeding_up:
_is_speeding_up = true