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  1. Dec 15, 2018
  2. Dec 14, 2018
  3. Dec 13, 2018
  4. Dec 12, 2018
  5. Dec 11, 2018
    • Guilherme Henrique Teixeira de Oliveira's avatar
      InteractivePawn triggers actions with player input · 28aceb17
      By getting near the pawn, a small balloon will show, allowing the player to press `ui_accept` to start the interaction. They can be started automatically by setting `auto_start_interaction` to `true`. Works with both Area2D triggers and the raycasts.
      
      For the touch, it was already working as far as I could tell.
      
      Closes #115
      28aceb17
  6. Dec 10, 2018
  7. Dec 09, 2018
  8. Dec 08, 2018
  9. Dec 07, 2018
  10. Dec 06, 2018
    • Guilherme Henrique Teixeira de Oliveira's avatar
      Removed events from grid in local map (#104) · a9d3ba2b
      * Removed events from grid in local map
      
      Closes #50
      
      Also created boiler plates for pawns that have some type of interaction with the player. They work with both raycasts (in case we want something like pokemon) and area2ds for something that should only trigger on contact. 
      
      * MapActions created and grid removed from interactions
      
      I used @nhydock's approach (sent via discord) to provide the correct nodes for the interactions aka using it's path. This implies on having to left click > edit children on every InteractivePawn after adding the desired actions. One alternative would be to provide the actions' scenes with the UI node, this way, each of them could display the UI when needed, without having to set node paths to them. Not sure which approach is better.
      The actions are added to the InteractivePawn's `Interactions` node. I left one node in the map which starts an encounter after a dialogue, as mentioned by @NathanLovato
      a9d3ba2b
    • Nathan Lovato's avatar
      e50ba976
    • Nathan Lovato's avatar
  11. Dec 05, 2018
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