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https://github.com/tonytins/citylimits.git
synced 2025-03-21 23:12:19 +00:00
- Streamlined advisor window messages through signals. - Added TODO file - Ignore /except directory - News ticker based on the advisor code with text from SC3k with news from the game, with some exceptions. - New SC3k-like interface. - Added icons from Font Awesome.
51 lines
1.5 KiB
GDScript
51 lines
1.5 KiB
GDScript
extends AcceptDialog
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var dialogue_file
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# "character" would be "name" but it's already used by the base class
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var character
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var rank
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var avatar
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var dialogue_keys = []
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var dialogue_name = ""
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var dialogue_text = ""
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onready var avatar_texture = $Container/Advisor/Avatar
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onready var rank_label = $Container/Advisor/RankLbl
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onready var name_label = $Container/Advisor/NameLbl
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onready var description_label = $Container/DescriptionLbl
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func _start_dialogue(advisor, message):
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if advisor == SimData.Advisors.CITY_PLANNER:
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dialogue_file = "res://dialog/cityplanner.json"
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_load_dialogue()
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avatar_texture.texture = preload("res://sprites/avatars/zc.png")
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name_label.text = "Zack Casey"
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rank_label.text = "City Planner"
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elif advisor == SimData.Advisors.FINANCIAL:
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dialogue_file = "res://dialog/finacial.json"
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_load_dialogue()
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avatar_texture.texture = preload("res://sprites/avatars/kit.png")
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name_label.text = "Kit Welsh"
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rank_label.text = "Financial Advisor"
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_index_dialogue()
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description_label.text = dialogue_keys[message].text
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window_title = dialogue_keys[message].name
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show()
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func _index_dialogue():
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var dialogue = _load_dialogue()
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dialogue_keys.clear()
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for key in dialogue:
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dialogue_keys.append(dialogue[key])
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func _load_dialogue():
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var file = File.new()
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if file.file_exists(dialogue_file):
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file.open(dialogue_file, file.READ)
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var dialogue = parse_json(file.get_as_text())
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return dialogue
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func _ready():
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SimEvents.connect("advisor_message", self, "_start_dialogue")
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