Added dialogue manager plugin
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@tool
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@icon("./assets/icon.svg")
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## A collection of dialogue lines for use with [code]DialogueManager[/code].
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class_name DialogueResource extends Resource
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## A list of state shortcuts
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@export var using_states: PackedStringArray = []
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## A map of cues and the lines they point to.
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@export var cues: Dictionary = {}
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## A list of character names.
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@export var character_names: PackedStringArray = []
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## The first cue in the file.
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@export var first_cue: String = ""
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## A map of the encoded lines of dialogue.
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@export var lines: Dictionary = {}
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## Get the next printable line of dialogue, starting from a referenced line ([code]cue[/code] can
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## be a cues string or a stringified line number). Runs any mutations along the way and then returns
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## the first dialogue line encountered.
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func get_next_dialogue_line(cue: String = "", extra_game_states: Array = [], mutation_behaviour: DMConstants.MutationBehaviour = DMConstants.MutationBehaviour.Wait) -> DialogueLine:
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return await Engine.get_singleton("DialogueManager").get_next_dialogue_line(self, cue, extra_game_states, mutation_behaviour)
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## Get the list of any cues found in the file.
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func get_cues() -> PackedStringArray:
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return cues.keys()
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func _to_string() -> String:
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if resource_path:
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return "<DialogueResource path=\"%s\">" % [resource_path]
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else:
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return "<DialogueResource>"
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