citylimits/scripts/advisor_window.gd

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GDScript3
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extends AcceptDialog
export(String, FILE, "*.json") var dialogue_file
# "character" would be "name" but it's already used by the base class
export var character: String
export var rank: String
export(Texture) var avatar
var dialogue_keys = []
var dialogue_name = ""
var dialogue_text = ""
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onready var avatar_texture = $Container/Advisor/Avatar
onready var rank_label = $Container/Advisor/RankLbl
onready var name_label = $Container/Advisor/NameLbl
onready var description_label = $Container/DescriptionLbl
func _start_dialogue(message):
_load_dialogue(dialogue_file)
_index_dialogue()
description_label.text = dialogue_keys[message].text
window_title = dialogue_keys[message].name
show()
func _index_dialogue():
var dialogue = _load_dialogue(dialogue_file)
dialogue_keys.clear()
for key in dialogue:
dialogue_keys.append(dialogue[key])
func _load_dialogue(file_path):
var file = File.new()
if file.file_exists(file_path):
file.open(file_path, file.READ)
var dialogue = parse_json(file.get_as_text())
return dialogue
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func _ready():
avatar_texture.texture = avatar
name_label.text = character
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rank_label.text = rank