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