citylimits/scripts/Adviser.gd
Tony Bark addbf91a36 Json-based dialog
- Json-based dialog using code from the JRPG demo
- Moved advisor scenes to their own directory
- Year now has a "Y" prefix
- Docs directory
2021-05-20 15:05:58 -04:00

43 lines
1.1 KiB
GDScript

extends AcceptDialog
export(String, FILE, "*.json") var dialogue_file
export var advisor_name: String
export var rank: String
export(Texture) var avatar
export var dialog = 0
var dialogue_keys = []
var dialogue_name = ""
var dialogue_text = ""
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():
index_dialogue()
description_label.text = dialogue_keys[dialog].text
self.window_title = dialogue_keys[dialog].name
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
func _ready():
load_dialogue(dialogue_file)
self.show()
start_dialogue()
avatar_texture.texture = avatar
name_label.text = advisor_name
rank_label.text = rank