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- extends Control
- var dialogue_node = null
- func _ready():
- hide()
- func show_dialogue(player, dialogue):
- show()
- $Button.grab_focus()
- dialogue_node = dialogue
- for c in dialogue.get_signal_connection_list("dialogue_finished"):
- if self == c.target:
- dialogue_node.start_dialogue()
- break
- return
- dialogue_node.connect("dialogue_started", player, "set_active", [false])
- dialogue_node.connect("dialogue_finished", player, "set_active", [true])
- dialogue_node.connect("dialogue_finished", self, "hide")
- dialogue_node.connect("dialogue_finished", self, "_on_dialogue_finished", [player])
- dialogue_node.start_dialogue()
- $Name.text = dialogue_node.dialogue_name
- $Text.text = dialogue_node.dialogue_text
- func _on_Button_button_up():
- dialogue_node.next_dialogue()
- $Name.text = dialogue_node.dialogue_name
- $Text.text = dialogue_node.dialogue_text
- func _on_dialogue_finished(player):
- dialogue_node.disconnect("dialogue_started", player, "set_active")
- dialogue_node.disconnect("dialogue_finished", player, "set_active")
- dialogue_node.disconnect("dialogue_finished", self, "hide")
- dialogue_node.disconnect("dialogue_finished", self, "_on_dialogue_finished")
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