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