extends Node # keep track if a dialogue window is open var is_dialogue_open = false var time_since_dialoge_open var seen = false var alienFlags = { 1: false, 2: false, 3: false, 4: false, 5: false } var batteriesFlag = false var orderingGameFlag = false var personalDataFlag = false var currentTask = 0 var enableLLM = true # Called when the node enters the scene tree for the first time. func _ready() -> void: # connect to the signal from dialogue manager # that gets emitted when a dialogue ends DialogueManager.dialogue_started.connect(_on_dialogue_started) DialogueManager.dialogue_ended.connect(_on_dialogue_ended) time_since_dialoge_open = Time.get_unix_time_from_system() # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta: float) -> void: pass func setAlienFlag(id): alienFlags[id] = true print("set alien ", id, " flag to: ", alienFlags[id]) # reset to false when dialogue ends func _on_dialogue_ended(resource): #print("dialogue_state.gd: Dialogue finished with arg: ", resource) is_dialogue_open = false time_since_dialoge_open = Time.get_unix_time_from_system() func _on_dialogue_started(resource): #print("dialogue_state.gd: Dialogue finished with arg: ", resource) is_dialogue_open = true seen = false