31 lines
1.1 KiB
Lua
31 lines
1.1 KiB
Lua
Actions = {}
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function Actions.start_dialog(dialog_data, active_entity_name, start_node)
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-- This function will handle initiating a dialog.
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-- It needs access to the full dialog structure, the entity that owns it (for display), and the starting node.
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-- The active_entity_name is just for display purposes; the full dialog_data should contain all nodes.
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-- Create a dummy entity for PopupWindow.show_menu_dialog (which expects an entity)
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local dummy_entity = { name = active_entity_name, dialog = dialog_data }
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-- This is a temporary solution. The final refactor will remove show_menu_dialog.
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-- For now, we'll mimic the old behavior as much as possible for dialogs.
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Context.dialog.active_entity = dummy_entity
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PopupWindow.set_dialog_node(start_node)
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end
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function Actions.start_minigame_mash()
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MinigameButtonMashWindow.start(WINDOW_GAME)
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end
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function Actions.start_minigame_rhythm()
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MinigameRhythmWindow.start(WINDOW_GAME)
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end
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function Actions.start_minigame_ddr(song_key)
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MinigameDDRWindow.start(WINDOW_GAME, song_key)
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end
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function Actions.examine_item(item_data)
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PopupWindow.show_description_dialog(item_data, item_data.desc)
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end |