44 lines
1.3 KiB
GDScript
44 lines
1.3 KiB
GDScript
@tool
|
|
extends PopochiuDialog
|
|
|
|
|
|
#region Virtual ####################################################################################
|
|
func _on_start() -> void:
|
|
# One can put here something to execute before showing the dialog options.
|
|
# E.g. Make the PC to look at the character which it will talk to, walk to
|
|
# it, and say something (or make the character say something):
|
|
# await C.player.face_clicked()
|
|
# await C.player.say("Hi")
|
|
# await C.Popsy.say("Oh! Hi...")
|
|
# (!) It MUST always use an await
|
|
await PopochiuUtils.e.get_tree().process_frame
|
|
|
|
|
|
func _option_selected(opt: PopochiuDialogOption) -> void:
|
|
# You can make the player character say the selected option with:
|
|
# await D.say_selected()
|
|
|
|
# Use match to check which option was selected and execute something for
|
|
# each one
|
|
match opt.id:
|
|
_:
|
|
# By default close the dialog. Options won't show after calling
|
|
# stop()
|
|
stop()
|
|
|
|
_show_options()
|
|
|
|
|
|
# Use this to save custom data for this PopochiuDialog when saving the game.
|
|
# The Dictionary must contain only JSON supported types: bool, int, float, String.
|
|
func _on_save() -> Dictionary:
|
|
return {}
|
|
|
|
|
|
# Called when the game is loaded.
|
|
# This Dictionary should has the same structure you defined for the returned one in _on_save().
|
|
func _on_load(data: Dictionary) -> void:
|
|
prints(data)
|
|
|
|
|
|
#endregion
|