extends "res://Scripts/Component/Speaker.gd" var Story_Reader_Class = preload("res://addons/EXP-System-Dialog/Reference_StoryReader/EXP_StoryReader.gd") var story_reader = Story_Reader_Class.new() var loading_game : bool = false var audio_clip_player : AudioStreamPlayer var audio_clip_one = preload("res://Assets/Sfx/intro/loading.wav") var audio_clip_two = preload("res://Assets/Sfx/intro/processed.wav") var story_nid = 1 const STORY_DID = 2 func _ready(): var file = load("res://Assets/Stories/english_story.tres") story_reader.read(file) audio_clip_player = AudioStreamPlayer.new() add_child(audio_clip_player) connect("updated_text", self, "update_text") speak(story_reader.get_text(STORY_DID, story_nid)) func update_text(): $CanvasLayer/Control/Label.text = spoken_text func _process(delta): if(Input.is_action_just_pressed("ui_accept") and playing_speech == false): if story_reader.has_nid(STORY_DID, story_nid + 1): story_nid = story_nid + 1 speak(story_reader.get_text(STORY_DID, story_nid)) else: $CanvasLayer/Control/Label.text = "" if not loading_game: start_load_game() func start_load_game(): loading_game = true $"/root/MusicManager".stop_music() audio_clip_player.stream = audio_clip_one audio_clip_player.connect("finished", self, "_load_next_scene") audio_clip_player.play() func _load_next_scene(): get_tree().change_scene("res://Scenes/World.scn")