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Kitchen-Adventure/addons/dialogue_manager/nodes/actionable/dialogue_actionable_3d.gd
T

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2.8 KiB
GDScript

@tool
@icon("uid://dppsuhlvbcbjc")
## A special [Area3D] node to hold information about starting dialogue.
##
## Assuming [code]dialogue_resource[/code] and [code]cue[/code] have been configured you can
## call [code]action()[/code] on this node at runtime to start dialogue.
class_name DialogueActionable3D extends Area3D
## Emitted when this [DialogueActionable3D] has [code]action()[/code] called on it.
signal actioned()
## Emitted when the [DialogueResource] associated with this [DialogueActionable2D] ends. [b]NOTE:[/b] The
## signal is also emitted if the same resource is used for multiple [DialogueActionable2D] nodes in the tree.
signal dialogue_ended()
## The [DialogueResource] to use when starting dialogue.
@export var dialogue_resource: DialogueResource = null:
set(value):
dialogue_resource = value
if dialogue_resource == null:
dialogue_cue = ""
notify_property_list_changed()
get:
return dialogue_resource
## The target cue to start dialogue from.
@export var dialogue_cue: String = ""
## The dialogue balloon that was last used by calling [code]action()[/code] (if there was one).
var dialogue_balloon: Node
## The method used to start dialogue action [code]action()[/code] is called. Override if you need different logic.
static var start_dialogue: Callable = func(with_dialogue_resource: DialogueResource, from_cue: String, extra_game_states: Array) -> Node:
return Engine.get_singleton("DialogueManager").show_dialogue_balloon(with_dialogue_resource, from_cue, extra_game_states)
func _ready() -> void:
if not Engine.is_editor_hint():
add_to_group("dialogue_actionables")
Engine.get_singleton("DialogueManager").dialogue_ended.connect(_on_dialogue_ended)
#region Public
## Action this [DialogueActionable3D]. If a [DialogueResource] and cue have been set on this node then
## it will start dialogue.
func action() -> void:
if is_instance_valid(dialogue_resource) and not dialogue_cue.is_empty():
dialogue_balloon = start_dialogue.call(dialogue_resource, dialogue_cue, [{ actionable = self }, owner])
actioned.emit()
## Find the nearest [DialogueActionable3D] to a given position.
static func get_nearest_actionable_to(target_position: Vector3) -> DialogueActionable3D:
var nearest_distance: float = INF
var nearest_actionable: DialogueActionable3D = null
var actionables: Array[Node] = (Engine.get_main_loop() as SceneTree).get_nodes_in_group("dialogue_actionables")
for actionable: DialogueActionable3D in actionables:
var distance: float = actionable.global_position.distance_squared_to(target_position)
if distance < nearest_distance:
nearest_distance = distance
nearest_actionable = actionable
return nearest_actionable
#endregion
#region Signals
func _on_dialogue_ended(ending_dialogue_resource: DialogueResource) -> void:
if ending_dialogue_resource == dialogue_resource:
dialogue_ended.emit()
#endregion