bcirpggithubmirror/Phase2/Godot_Toolset/Luke/addons/dialogic/Nodes/DialogProxy.gd

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GDScript3
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extends Control
## The timeline to load when starting the scene
export(String, "TimelineDropdown") var timeline: String
export(bool) var add_canvas = true
export(bool) var reset_saves = true
func _ready():
if reset_saves:
Dialogic.reset_saves()
var d = Dialogic.start(timeline, '', "res://addons/dialogic/Nodes/DialogNode.tscn", add_canvas)
get_parent().call_deferred('add_child', d)
_copy_signals(d if not add_canvas else d.dialog_node)
queue_free()
func _copy_signals(dialogic:Node):
var sigs = self.get_signal_list()
for s in sigs:
if not s['name'] in _signals_to_copy:
continue
if not dialogic.has_signal(s['name']):
print("Cannot copy connections of signal " + s['name'] + " from " + self.to_string() + " to " + dialogic.to_string())
continue
var conns = self.get_signal_connection_list(s['name'])
for c in conns:
dialogic.connect(c['signal'], c['target'], c['method'], c['binds'], c['flags'])
var _signals_to_copy = [
'event_start',
'event_end',
'text_complete',
'timeline_start',
'timeline_end',
'dialogic_signal'
]
## -----------------------------------------------------------------------------
## SIGNALS (proxy copy of DialogNode signals)
## -----------------------------------------------------------------------------
# Event end/start
signal event_start(type, event)
signal event_end(type)
# Text Signals
signal text_complete(text_data)
# Timeline end/start
signal timeline_start(timeline_name)
signal timeline_end(timeline_name)
# Custom user signal
signal dialogic_signal(value)