class_name DialogueAction # Runs a .dialogue file through the VNTextbox and returns CUTSCENE_CONTINUE when # the last line is dismissed. Mutations in the .dialogue file are executed # automatically by DialogueManager before the line is returned. # # extra_game_states: additional objects/dicts whose properties and methods are # accessible inside the .dialogue file (alongside all autoloads). static func dialogueCallable(params:Dictionary) -> int: assert(params.has('resource')) var resource:DialogueResource = params['resource'] var title:String = params.get('title', 'start') var extraStates:Array = params.get('extraStates', []) var line:DialogueLine = await DialogueManager.get_next_dialogue_line(resource, title, extraStates) while line != null: var text:String = line.text if line.character: text = line.character + ": " + text if line.responses.size() > 0: # Show text then auto-pick the first allowed response. # Replace this block with a real response UI when branching dialogue is needed. await UI.TEXTBOX.setTextAndWait(text) var nextId:String = "" for response:DialogueResponse in line.responses: if response.is_allowed: nextId = response.next_id break line = await DialogueManager.get_next_dialogue_line(resource, nextId, extraStates) else: await UI.TEXTBOX.setTextAndWait(text) line = await DialogueManager.get_next_dialogue_line(resource, line.next_id, extraStates) return Cutscene.CUTSCENE_CONTINUE static func getDialogueCallable(resource:DialogueResource, title:String = 'start', extraStates:Array = []) -> Dictionary: return { 'function': dialogueCallable, 'resource': resource, 'title': title, 'extraStates': extraStates, }