Rotate player
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@@ -12,6 +12,7 @@ static func dialogueCallable(params:Dictionary) -> int:
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var title:String = params.get('title', 'start')
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var extraStates:Array = params.get('extraStates', [])
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UI.dialogueActive = true
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var line:DialogueLine = await DialogueManager.get_next_dialogue_line(resource, title, extraStates)
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while line != null:
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var text:String = line.text
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@@ -32,6 +33,7 @@ static func dialogueCallable(params:Dictionary) -> int:
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await UI.TEXTBOX.setTextAndWait(text)
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line = await DialogueManager.get_next_dialogue_line(resource, line.next_id, extraStates)
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UI.dialogueActive = false
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return Cutscene.CUTSCENE_CONTINUE
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static func getDialogueCallable(resource:DialogueResource, title:String = 'start', extraStates:Array = []) -> Dictionary:
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@@ -38,7 +38,7 @@ mesh = SubResource("CapsuleMesh_sfgsm")
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surface_material_override/0 = SubResource("StandardMaterial3D_8e8ef")
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[node name="Nose" type="Node3D" parent="."]
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transform = Transform3D(0.393905, 0, 0, 0, 0.393905, 0, 0, 0, 0.393905, 0.571181, 0.340915, 0)
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transform = Transform3D(0.393905, 0, 0, 0, 0.393905, 0, 0, 0, 0.393905, 0, 0.35, -0.5)
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[node name="MeshInstance3D" type="MeshInstance3D" parent="Nose"]
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mesh = SubResource("BoxMesh_8e8ef")
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@@ -58,7 +58,7 @@ script = ExtResource("3_bhm0o")
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entity = NodePath("..")
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[node name="CollisionShape3D" type="CollisionShape3D" parent="EntityInteractingArea"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.604726, 0, 0)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -0.605)
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shape = SubResource("BoxShape3D_sfgsm")
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[node name="EntityInteractableArea" type="Area3D" parent="." node_paths=PackedStringArray("entity")]
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@@ -48,6 +48,8 @@ func _applyPlayerMovement(_delta:float):
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if directionAdjusted.length() <= 0.01:
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return
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entity.look_at(entity.global_position + directionAdjusted, Vector3.UP)
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var speed = walkSpeed
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entity.velocity.x = directionAdjusted.x * speed
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entity.velocity.z = directionAdjusted.z * speed
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@@ -64,6 +66,8 @@ func _applyFriction(delta:float) -> void:
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entity.velocity.z *= delta * FRICTION
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func _canMove() -> bool:
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if UI.dialogueActive:
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return false
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if !UI.TEXTBOX.isClosed:
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return false
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return true
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@@ -2,6 +2,10 @@ extends Node
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var rootUi:RootUI = null
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# True for the entire duration of a DialogueAction run, including the frames
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# between lines where the textbox is momentarily closed.
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var dialogueActive:bool = false
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var DEBUG_MENU:
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get():
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if rootUi && rootUi.debugMenu:
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