Add spine and dialogic museums

This commit is contained in:
2026-06-15 00:35:27 +02:00
parent 12efcbb4a6
commit a621366717
1088 changed files with 74220 additions and 0 deletions

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extends DialogicSubsystem
## Subsystem that handles showing of input promts.
## Signal that is fired when a confirmation button was pressed.
@warning_ignore("unused_signal") # This is emitted by the DialogTextInput node
signal input_confirmed(input:String)
signal input_shown(info:Dictionary)
#region STATE
####################################################################################################
func clear_game_state(_clear_flag:=DialogicGameHandler.ClearFlags.FULL_CLEAR) -> void:
hide_text_input()
#endregion
#region MAIN METHODS
####################################################################################################
func show_text_input(text:= "", default:= "", placeholder:= "", allow_empty:= false) -> void:
for node in get_tree().get_nodes_in_group('dialogic_text_input'):
node.show()
if node.has_method('set_allow_empty'): node.set_allow_empty(allow_empty)
if node.has_method('set_text'): node.set_text(text)
if node.has_method('set_default'): node.set_default(default)
if node.has_method('set_placeholder'): node.set_placeholder(placeholder)
input_shown.emit({'text':text, 'default':default, 'placeholder':placeholder, 'allow_empty':allow_empty})
func hide_text_input() -> void:
for node in get_tree().get_nodes_in_group('dialogic_text_input'):
node.hide()
#endregion