Files
gaim/dialogue_state.gd

47 lines
1.3 KiB
GDScript

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