xiandie/addons/dialogue_manager/test_scene.gd

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GDScript3
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class_name BaseDialogueTestScene extends Node2D
const DialogueSettings = preload("./settings.gd")
const DialogueResource = preload("./dialogue_resource.gd")
@onready var title: String = DialogueSettings.get_user_value("run_title")
@onready var resource: DialogueResource = load(DialogueSettings.get_user_value("run_resource_path"))
func _ready():
# Is this running in Godot >=4.4?
if Engine.has_method("is_embedded_in_editor"):
if not Engine.call("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
else:
var screen_index: int = DisplayServer.get_primary_screen()
DisplayServer.window_set_position(Vector2(DisplayServer.screen_get_position(screen_index)) + (DisplayServer.screen_get_size(screen_index) - DisplayServer.window_get_size()) * 0.5)
DisplayServer.window_set_mode(DisplayServer.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 = Engine.get_singleton("DialogueManager")
dialogue_manager.dialogue_ended.connect(_on_dialogue_ended)
dialogue_manager.show_dialogue_balloon(resource, title if not title.is_empty() else resource.first_title)
func _enter_tree() -> void:
DialogueSettings.set_user_value("is_running_test_scene", false)
#region Signals
func _on_dialogue_ended(_resource: DialogueResource):
get_tree().quit()
#endregion