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DialogueManager.gd
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class_name Dialogue extends Node
@export var speaker_click : AudioStreamPlayer2D
@export var soundArray_clicks : Array[AudioStream]
@export var dialogueUI : Label
@export var dialogueUI_backdrop : ColorRect
@export var dialogueSpeed : float
@export var incrementDelay : float
var dealerLowPitched = false
var elapsed = 0
var moving = false
var looping = false
var origscale_backdrop
func _ready():
origscale_backdrop = dialogueUI_backdrop.scale
speaker_click.stream = soundArray_clicks[3]
func ShowText_ForDuration(activeText : String, showDuration : float):
if(dialogueUI_backdrop.scale != origscale_backdrop): dialogueUI_backdrop.scale = origscale_backdrop
looping = false
dialogueUI.visible_characters = 0
dialogueUI.text = activeText
dialogueUI.visible = true
dialogueUI_backdrop.visible = true
looping = true
TickText()
await get_tree().create_timer(showDuration, false).timeout
looping = false
dialogueUI.visible = false
dialogueUI_backdrop.visible = false
var scaling = false
func ShowText_Forever(activeText : String):
if (scaling):
dialogueUI_backdrop.scale = Vector2(17.209, dialogueUI_backdrop.scale.y)
else: dialogueUI_backdrop.scale = origscale_backdrop
looping = false
dialogueUI.visible_characters = 0
dialogueUI.text = activeText
dialogueUI.visible = true
dialogueUI_backdrop.visible = true
looping = true
TickText()
scaling = false
func ShowDealerInspectionText():
if(dialogueUI_backdrop.scale != origscale_backdrop): dialogueUI_backdrop.scale = origscale_backdrop
ShowText_Forever(tr("INTERESTING"))
func HideText():
looping = false
dialogueUI.visible = false
dialogueUI_backdrop.visible = false
pass
func TickText():
while(looping):
dialogueUI.visible_characters += 1
if (!dealerLowPitched): speaker_click.pitch_scale = randf_range(0.5, .6)
else: speaker_click.pitch_scale = randf_range(.2, .3)
speaker_click.play()
if (dialogueUI.visible_ratio >= 1):
looping = false
await get_tree().create_timer(incrementDelay, false).timeout
pass
pass