extends Node2D var dindex = 0 var cname var dialog var pface var press = false # Called when the node enters the scene tree for the first time. func _ready(): cname = $CanvasLayer/Cname dialog = $CanvasLayer/Dialog pface = $CanvasLayer/Playerface if Global.cdialog[dindex][1]: cname.set_text(Global.pcnames[Global.cdialog[dindex][2]]) pface.texture = load(Global.pcfaces[Global.cdialog[dindex][2]][Global.cdialog[dindex][3]]) else: cname.set_text(Global.npcnames[Global.cdialog[dindex][2]]) pface.texture = load(Global.npcfaces[Global.cdialog[dindex][2]]) dialog.set_text(Global.cdialog[dindex][0]) # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta): pass func _input(event): if (Input.is_action_just_pressed("ui_accept") || Input.is_action_just_pressed("mclick")) && !press: press = true if (Input.is_action_just_released("ui_accept") || Input.is_action_just_released("mclick")) && press: dindex += 1 if dindex < Global.cdialog.size(): if Global.cdialog[dindex][1]: cname.set_text(Global.pcnames[Global.cdialog[dindex][2]]) pface.texture = load((Global.pcfaces[Global.cdialog[dindex][2]][Global.cdialog[dindex][3]])) else: cname.set_text(Global.npcnames[Global.cdialog[dindex][2]]) pface.texture = load((Global.npcfaces[Global.cdialog[dindex][2]])) dialog.set_text(Global.cdialog[dindex][0]) else: var isboss if Global.debug: isboss = Global.places[Global.dplace[0]][Global.dplace[1]][Global.dplace[2]][2] else: isboss = Global.places[Global.cplace[0]][Global.cplace[1]][Global.cplace[2]][2] if Global.live == 0: if isboss: Global.bossready = true Global.live = 1 queue_free() elif Global.live == 3: if Global.ccutscene == null: Global.live = 7 else: Global.live = 8 queue_free() press = false