mirror of
https://github.com/RPG-Research/bcirpg.git
synced 2024-04-16 14:23:01 +00:00
Made a toolset folder, and added the Dialogic plugin.
This commit is contained in:
@ -0,0 +1,8 @@
|
||||
[gd_scene load_steps=2 format=2]
|
||||
|
||||
[ext_resource path="res://addons/dialogic/Editor/Events/Templates/EventTemplate.tscn" type="PackedScene" id=1]
|
||||
|
||||
[node name="ExampleCustomEvent" instance=ExtResource( 1 )]
|
||||
|
||||
[node name="OptionsControl" parent="PanelContainer/MarginContainer/VBoxContainer/Header" index="7"]
|
||||
items = [ "Move Up", null, 0, false, false, 0, 0, null, "", false, "Move Down", null, 0, false, false, 1, 0, null, "", false, "", null, 0, false, false, 2, 0, null, "", false, "Remove", null, 0, false, false, 3, 0, null, "", false ]
|
@ -0,0 +1,33 @@
|
||||
tool
|
||||
extends "res://addons/dialogic/Editor/Events/Parts/EventPart.gd"
|
||||
# has an event_data variable that stores the current data!!!
|
||||
|
||||
## node references
|
||||
# e.g.
|
||||
onready var input_field = $InputField
|
||||
|
||||
# used to connect the signals
|
||||
func _ready():
|
||||
# e.g.
|
||||
input_field.connect("text_changed", self, "_on_InputField_text_changed")
|
||||
pass
|
||||
|
||||
# called by the event block
|
||||
func load_data(data:Dictionary):
|
||||
# First set the event_data
|
||||
.load_data(data)
|
||||
|
||||
# Now update the ui nodes to display the data.
|
||||
# e.g.
|
||||
input_field.text = event_data['my_text_key']
|
||||
|
||||
# has to return the wanted preview, only useful for body parts
|
||||
func get_preview():
|
||||
return ''
|
||||
|
||||
## EXAMPLE CHANGE IN ONE OF THE NODES
|
||||
func _on_InputField_text_changed(text):
|
||||
event_data['my_text_key'] = text
|
||||
|
||||
# informs the parent about the changes!
|
||||
data_changed()
|
@ -0,0 +1,16 @@
|
||||
[gd_scene load_steps=3 format=2]
|
||||
|
||||
[ext_resource path="res://addons/dialogic/Editor/Events/Parts/Text/CustomLineEdit.tscn" type="PackedScene" id=1]
|
||||
[ext_resource path="res://addons/dialogic/Example Assets/CustomEvents/EventPart_Example.gd" type="Script" id=2]
|
||||
|
||||
[node name="EventPart_Example" type="HBoxContainer"]
|
||||
margin_right = 40.0
|
||||
margin_bottom = 40.0
|
||||
script = ExtResource( 2 )
|
||||
__meta__ = {
|
||||
"_edit_use_anchors_": false
|
||||
}
|
||||
|
||||
[node name="InputField" parent="." instance=ExtResource( 1 )]
|
||||
margin_top = 6.0
|
||||
margin_bottom = 33.0
|
@ -0,0 +1,17 @@
|
||||
extends Node
|
||||
|
||||
|
||||
func handle_event(event_data, dialog_node):
|
||||
"""
|
||||
If this event should wait for dialog advance to occur, uncomment the WAITING line
|
||||
If this event should block the dialog from continuing, uncomment the WAITINT_INPUT line
|
||||
While other states exist, they generally are not neccesary, but include IDLE, TYPING, and ANIMATING
|
||||
"""
|
||||
#dialog_node.set_state(dialog_node.state.WAITING)
|
||||
#dialog_node.set_state(dialog_node.state.WAITING_INPUT)
|
||||
|
||||
pass # fill with event action
|
||||
|
||||
# once you want to continue with the next event
|
||||
dialog_node._load_next_event()
|
||||
dialog_node.set_state(dialog_node.state.READY)
|
Reference in New Issue
Block a user