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GDScript

class_name BaseDialogueTestScene extends Node2D
@onready var key: String = DMSettings.get_user_value("run_key")
@onready var resource: DialogueResource = load(DMSettings.get_user_value("run_resource_path"))
func _ready() -> void:
if not Engine.is_embedded_in_editor:
var window: Window = get_viewport()
var screen_index: int = DisplayServer.get_primary_screen()
window.position = Vector2(DisplayServer.screen_get_position(screen_index)) + (DisplayServer.screen_get_size(screen_index) - window.size) * 0.5
window.mode = Window.MODE_WINDOWED
# Normally you can just call DialogueManager directly but doing so before the plugin has been
# enabled in settings will throw a compiler error here so I'm using `get_singleton` instead.
var dialogue_manager: Node = Engine.get_singleton("DialogueManager")
dialogue_manager.dialogue_ended.connect(_on_dialogue_ended)
dialogue_manager.show_dialogue_balloon(resource, key if not key.is_empty() else resource.first_cue)
func _enter_tree() -> void:
DMSettings.set_user_value("is_running_test_scene", false)
#region Signals
func _on_dialogue_ended(_resource: DialogueResource) -> void:
get_tree().quit()
#endregion