mirror of
https://github.com/RPG-Research/bcirpg.git
synced 2024-04-16 14:23:01 +00:00
1557 lines
56 KiB
GDScript3
1557 lines
56 KiB
GDScript3
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tool
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extends Control
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## -----------------------------------------------------------------------------
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## VARIABLES
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## -----------------------------------------------------------------------------
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## The timeline to load when starting the scene
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var timeline: String
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var timeline_name: String
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### MODE
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var preview: bool = false
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enum state {
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IDLE, # When nothing is happening
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READY, # When Dialogic already displayed the text on the screen
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TYPING, # While the editor is typing text
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WAITING, # Waiting a timer or something to finish
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WAITING_INPUT, # Waiting for player to answer a question
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ANIMATING # While performing a dialog animation
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}
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var _state : int = state.IDLE
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var do_fade_in := true
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var dialog_faded_in_already = false
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# true if the glossary popup is visible: # TODO rename
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var definition_visible: bool = false
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# used to reset the mouse mode after questions:
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var last_mouse_mode = null
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# this is for switching back after a custom character theme was loaded
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var current_default_theme = null
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### SETTINGS
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var settings: ConfigFile
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var custom_events = {}
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var record_history: bool = false
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### DATA
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var definitions = {}
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# Parsing results
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var questions #for keeping track of the questions answered
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var anchors = {} # for listing the indexes of the anchors
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### CURRENT STATE
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var current_timeline: String = ''
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var dialog_script: Dictionary = {}
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var current_event: Dictionary
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var dialog_index: int = 0
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var is_last_text: bool
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var current_background = ""
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# Theme and Audio
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var current_theme: ConfigFile
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var current_theme_file_name = null
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var history_theme: ConfigFile
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var audio_data = {}
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# References
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var button_container = null
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## -----------------------------------------------------------------------------
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## SCENES
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## -----------------------------------------------------------------------------
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onready var ChoiceButton = load("res://addons/dialogic/Nodes/ChoiceButton.tscn")
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onready var Portrait = load("res://addons/dialogic/Nodes/Portrait.tscn")
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onready var Background = load("res://addons/dialogic/Nodes/Background.tscn")
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onready var HistoryTimeline = $History
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## -----------------------------------------------------------------------------
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## SIGNALS
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## -----------------------------------------------------------------------------
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# Event end/start
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signal event_start(type, event)
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signal event_end(type)
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# Text Signals
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signal text_complete(text_data)
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# Timeline end/start
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signal timeline_start(timeline_name)
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signal timeline_end(timeline_name)
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# Custom user signal
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signal dialogic_signal(value)
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## -----------------------------------------------------------------------------
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## SCRIPT
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## -----------------------------------------------------------------------------
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func _ready():
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# Set this dialog as the latest (used for saving)
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Engine.get_main_loop().set_meta('latest_dialogic_node', self)
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# Loading the config files
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load_config_files()
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#update_custom_events()
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$CustomEvents.update()
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# Checking if the dialog should read the code from a external file
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if not timeline.empty():
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set_current_dialog(timeline)
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elif dialog_script.keys().size() == 0:
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dialog_script = {
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"events":[
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{'event_id':'dialogic_001',
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"character":"","portrait":"",
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"text":"[Dialogic Error] No timeline specified."}]
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}
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# Load the dialog directly from GDscript
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else:
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load_dialog()
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# Connecting resize signal
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get_viewport().connect("size_changed", self, "resize_main")
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resize_main()
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if !DialogicResources.get_settings_value('dialog', 'stop_mouse', true):
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mouse_filter = Control.MOUSE_FILTER_IGNORE
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# Connecting some other timers
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$OptionsDelayedInput.connect("timeout", self, '_on_OptionsDelayedInput_timeout')
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# Setting everything up for the node to be default
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$DefinitionInfo.visible = false
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$TextBubble.connect("text_completed", self, "_on_text_completed")
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$TextBubble.connect("letter_written", self, "_on_letter_written")
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$TextBubble.connect("signal_request", self, "_on_signal_request")
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$TextBubble.text_label.connect('meta_hover_started', self, '_on_RichTextLabel_meta_hover_started')
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$TextBubble.text_label.connect('meta_hover_ended', self, '_on_RichTextLabel_meta_hover_ended')
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$TouchScreenButton.action = Dialogic.get_action_button()
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if Engine.is_editor_hint():
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if preview:
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get_parent().connect("resized", self, "resize_main")
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_init_dialog()
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$DefinitionInfo.in_theme_editor = true
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else:
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if do_fade_in: _hide_dialog()
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_init_dialog()
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# loads the definitions, themes and settings
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func load_config_files():
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# defintiions
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if not Engine.is_editor_hint():
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definitions = Dialogic._get_definitions()
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else:
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definitions = DialogicResources.get_default_definitions()
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# settings
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settings = DialogicResources.get_settings_config()
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# theme
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var theme_file = 'res://addons/dialogic/Editor/ThemeEditor/default-theme.cfg'
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theme_file = settings.get_value('theme', 'default', 'default-theme.cfg')
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current_default_theme = theme_file
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current_theme = load_theme(theme_file)
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# history
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if settings.has_section('history'):
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record_history = settings.get_value('history', 'enable_history_logging', false)
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if settings.has_section_key('history', 'history_theme'):
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theme_file = settings.get_value('history', 'history_theme')
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history_theme = load_theme(theme_file)
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HistoryTimeline.load_theme(history_theme)
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if settings.has_section_key('history', 'enable_history_logging'):
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if settings.get_value('history', 'enable_history_logging'):
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HistoryTimeline.initalize_history()
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## -----------------------------------------------------------------------------
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## CUSTOM EVENTS
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## -----------------------------------------------------------------------------
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## not used anymore. use $CustomEvents.update()
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func update_custom_events() -> void:
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custom_events = {}
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var path : String = DialogicResources.get_working_directories()["CUSTOM_EVENTS_DIR"]
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var dir = Directory.new()
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if dir.open(path) == OK:
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dir.list_dir_begin()
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var file_name = dir.get_next()
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# goes through all the folders in the custom events folder
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while file_name != "":
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# if it found a folder
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if dir.current_is_dir() and not file_name in ['.', '..']:
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# look through that folder
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#print("Found custom event folder: " + file_name)
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var event = load(path.plus_file(file_name).plus_file('EventBlock.tscn')).instance()
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if event:
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custom_events[event.event_data['event_id']] = {
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'event_script' :path.plus_file(file_name).plus_file('event_'+event.event_data['event_id']+'.gd'),
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'event_name' : event.event_name,
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}
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event.queue_free()
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else:
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print("[D] An error occurred when trying to access a custom event.")
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else:
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pass # files in the directory are ignored
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file_name = dir.get_next()
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else:
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print("[D] An error occurred when trying to access the custom event folder.")
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## -----------------------------------------------------------------------------
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## VISUALS
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## -----------------------------------------------------------------------------
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# This function makes sure that the dialog is displayed at the correct
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# size and position in the screen.
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func resize_main():
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var reference = rect_size
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if not Engine.is_editor_hint():
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set_global_position(Vector2(0,0))
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reference = get_viewport().get_visible_rect().size
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# Update box position
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var anchor = current_theme.get_value('box', 'anchor', 9)
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# TODO: remove backups in 2.0
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var margin_bottom = current_theme.get_value('box', 'box_margin_bottom', current_theme.get_value('box', 'box_margin_v', 40) * -1)
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var margin_top = current_theme.get_value('box', 'box_margin_top', current_theme.get_value('box', 'box_margin_v', 40))
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var margin_left = current_theme.get_value('box', 'box_margin_left', current_theme.get_value('box', 'box_margin_h', 40))
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var margin_right = current_theme.get_value('box', 'box_margin_right', current_theme.get_value('box', 'box_margin_h', 40) * -1)
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# first the y position
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if anchor in [0,1,2]: # TOP
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$TextBubble.rect_position.y = margin_top
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elif anchor in [4,5,6]: # CENTER
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$TextBubble.rect_position.y = (reference.y/2)-($TextBubble.rect_size.y/2)
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else:
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$TextBubble.rect_position.y = (reference.y) - ($TextBubble.rect_size.y) + margin_bottom
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# now x position
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if anchor in [0,4,8]: # LEFT
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$TextBubble.rect_position.x = margin_left
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elif anchor in [1,5,9]: # CENTER
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$TextBubble.rect_position.x = (reference.x / 2) - ($TextBubble.rect_size.x / 2)
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else:
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$TextBubble.rect_position.x = reference.x - ($TextBubble.rect_size.x) + margin_right
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# Update TextBubble background size
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var pos_x = 0
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if current_theme.get_value('background', 'full_width', false):
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if preview:
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pos_x = get_parent().rect_global_position.x
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$TextBubble/TextureRect.rect_global_position.x = pos_x
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$TextBubble/ColorRect.rect_global_position.x = pos_x
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$TextBubble/TextureRect.rect_size.x = reference.x
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$TextBubble/ColorRect.rect_size.x = reference.x
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else:
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$TextBubble/TextureRect.rect_global_position.x = $TextBubble.rect_global_position.x
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$TextBubble/ColorRect.rect_global_position.x = $TextBubble.rect_global_position.x
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$TextBubble/TextureRect.rect_size.x = $TextBubble.rect_size.x
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$TextBubble/ColorRect.rect_size.x = $TextBubble.rect_size.x
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# Button positioning
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var button_anchor = current_theme.get_value('buttons', 'anchor', 5)
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var anchor_vertical = 1
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var anchor_horizontal = 1
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# OMG WHY IS TIHS NOT A MATCH I CAN'T BELIEVE YOU, WHY YOU DOING THIS TO ME
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if button_anchor == 0:
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anchor_vertical = 0
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anchor_horizontal = 0
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elif button_anchor == 1:
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anchor_vertical = 0
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elif button_anchor == 2:
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anchor_vertical = 0
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anchor_horizontal = 2
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# Number skip because of the separator
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elif button_anchor == 4:
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anchor_horizontal = 0
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elif button_anchor == 6:
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anchor_horizontal = 2
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# Number skip because of the separator
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elif button_anchor == 8:
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anchor_vertical = 2
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anchor_horizontal = 0
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elif button_anchor == 9:
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anchor_vertical = 2
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elif button_anchor == 10:
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anchor_vertical = 2
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anchor_horizontal = 2
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var theme_choice_offset = current_theme.get_value('buttons', 'offset', Vector2(0,0))
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var position_offset = Vector2(0,0)
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if anchor_horizontal == 0:
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position_offset.x = (reference.x / 2) * -1
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elif anchor_horizontal == 1:
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position_offset.x = 0
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elif anchor_horizontal == 2:
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position_offset.x = (reference.x / 2)
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if anchor_vertical == 0:
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position_offset.y -= (reference.y / 2)
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elif anchor_vertical == 1:
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position_offset.y += 0
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elif anchor_vertical == 2:
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position_offset.y += (reference.y / 2)
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$Options.rect_global_position = Vector2(0,0) + theme_choice_offset + position_offset
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$Options.rect_size = reference
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if settings.get_value('input', 'clicking_dialog_action', true):
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$TouchScreenButton.shape.extents = reference
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# Background positioning
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var background = get_node_or_null('Background')
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if background != null:
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background.rect_size = reference
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var portraits = get_node_or_null('Portraits')
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if portraits != null:
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portraits.rect_position.x = reference.x / 2
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portraits.rect_position.y = reference.y
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# calls resize_main
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func deferred_resize(current_size, result, anchor):
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$TextBubble.rect_size = result
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if current_size != $TextBubble.rect_size or current_theme.get_value('box', 'anchor', 9) != anchor:
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resize_main()
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# loads the given theme file
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func load_theme(filename):
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var current_theme_anchor = -1
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if current_theme:
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current_theme_anchor = current_theme.get_value('box', 'anchor', 9)
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var load_theme = DialogicResources.get_theme_config(filename)
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if not load_theme:
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return current_theme
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var theme = load_theme
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current_theme_file_name = filename
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# Box size
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call_deferred('deferred_resize', $TextBubble.rect_size, theme.get_value('box', 'size', Vector2(910, 167)), current_theme_anchor)
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$TextBubble.load_theme(theme)
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HistoryTimeline.change_theme(theme)
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$DefinitionInfo.load_theme(theme)
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if theme.get_value('buttons', 'layout', 0) == 0:
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button_container = VBoxContainer.new()
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else:
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button_container = HBoxContainer.new()
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button_container.name = 'ButtonContainer'
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button_container.alignment = 1
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for n in $Options.get_children():
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n.queue_free()
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$Options.add_child(button_container)
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load_audio(theme)
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if theme.get_value('box', 'portraits_behind_dialog_box', true):
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move_child($Portraits, 0)
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else:
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move_child($Portraits, 1)
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return theme
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## -----------------------------------------------------------------------------
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## AUDIO
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## -----------------------------------------------------------------------------
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func load_audio(theme):
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# Audio
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var default_audio_file = "res://addons/dialogic/Example Assets/Sound Effects/Beep.wav"
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var default_audio_data = {
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'enable': false,
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'path': default_audio_file,
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'volume': 0.0,
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'volume_rand_range': 0.0,
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'pitch': 1.0,
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'pitch_rand_range': 0.0,
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'allow_interrupt': true,
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'audio_bus': AudioServer.get_bus_name(0)
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}
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for audio_node in $FX/Audio.get_children():
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var name = audio_node.name.to_lower()
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audio_data[name] = theme.get_value('audio', name, default_audio_data)
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var file_system = Directory.new()
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if file_system.dir_exists(audio_data[name].path):
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audio_node.load_samples_from_folder(audio_data[name].path)
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elif file_system.file_exists(audio_data[name].path) or file_system.file_exists(audio_data[name].path + '.import'):
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audio_node.samples = [load(audio_data[name].path)]
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audio_node.set_volume_db(audio_data[name].volume)
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audio_node.random_volume_range = audio_data[name].volume_rand_range
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audio_node.set_pitch_scale(audio_data[name].pitch)
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audio_node.random_pitch_range = audio_data[name].pitch_rand_range
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audio_node.set_bus(audio_data[name].audio_bus)
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func play_audio(name):
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var node = $FX/Audio.get_node(name.capitalize())
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name = name.to_lower()
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if audio_data[name].enable:
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if audio_data[name].allow_interrupt or not node.is_playing():
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node.play()
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## -----------------------------------------------------------------------------
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## LOADING/PARSING DIALOG
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## -----------------------------------------------------------------------------
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# load a timeline file and start parsing
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func set_current_dialog(dialog_path: String):
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print(dialog_path)
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current_timeline = dialog_path
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dialog_script = DialogicResources.get_timeline_json(dialog_path)
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return load_dialog()
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# starts all necessary parsing
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||
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func load_dialog():
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# All this parse events should be happening in the same loop ideally
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||
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# But until performance is not an issue I will probably stay lazy
|
||
|
# And keep adding different functions for each parsing operation.
|
||
|
if settings.get_value('dialog', 'auto_color_names', true):
|
||
|
dialog_script = DialogicParser.parse_characters(dialog_script)
|
||
|
dialog_script = DialogicParser.parse_text_lines(dialog_script, preview)
|
||
|
dialog_script = DialogicParser.parse_branches(self, dialog_script)
|
||
|
DialogicParser.parse_anchors(self)
|
||
|
return dialog_script
|
||
|
|
||
|
## -----------------------------------------------------------------------------
|
||
|
## MAIN GAME-LOGIC
|
||
|
## -----------------------------------------------------------------------------
|
||
|
# checks if NextIndicator and ChoiceButtons should be visible
|
||
|
func _process(delta):
|
||
|
# Showing or hiding the ▼ next indicator
|
||
|
$TextBubble/NextIndicatorContainer/NextIndicator.visible = is_state(state.READY)
|
||
|
# Showing or hiding the container where the option buttons show up in questions
|
||
|
$Options.visible = is_state(state.WAITING_INPUT)
|
||
|
|
||
|
# Hide if no input is required
|
||
|
if current_event.has('text'):
|
||
|
if '[nw]' in current_event['text'] or '[nw=' in current_event['text']:
|
||
|
$TextBubble/NextIndicatorContainer/NextIndicator.visible = false
|
||
|
|
||
|
# Hide if "Don't Close After Last Event" is checked and event is last text
|
||
|
if current_theme and current_theme.get_value('settings', 'dont_close_after_last_event', false) and is_last_text:
|
||
|
$TextBubble/NextIndicatorContainer/NextIndicator.visible = false
|
||
|
|
||
|
# Hide if fading in
|
||
|
if is_state(state.ANIMATING):
|
||
|
$TextBubble/NextIndicatorContainer/NextIndicator.visible = false
|
||
|
|
||
|
|
||
|
# checks for the "input_next" action
|
||
|
func _input(event: InputEvent) -> void:
|
||
|
if not Engine.is_editor_hint() and event.is_action_pressed(Dialogic.get_action_button()):
|
||
|
if HistoryTimeline.block_dialog_advance:
|
||
|
return
|
||
|
if is_state(state.WAITING):
|
||
|
if not current_event:
|
||
|
return
|
||
|
var timer = current_event.get('waiting_timer_skippable')
|
||
|
if timer:
|
||
|
timer.time_left = 0
|
||
|
else:
|
||
|
if is_state(state.TYPING):
|
||
|
# Skip to end if key is pressed during the text animation
|
||
|
$TextBubble.skip()
|
||
|
# Cut the voice
|
||
|
$FX/CharacterVoice.stop_voice()
|
||
|
else:
|
||
|
if current_event.has('options') and !is_state(state.WAITING_INPUT):
|
||
|
pass
|
||
|
elif is_state(state.WAITING_INPUT) or is_state(state.ANIMATING):
|
||
|
pass
|
||
|
elif $TextBubble/NextIndicatorContainer/NextIndicator.is_visible():
|
||
|
$FX/CharacterVoice.stop_voice() # stop the current voice as well
|
||
|
play_audio("passing")
|
||
|
_load_next_event()
|
||
|
else:
|
||
|
next_event(false)
|
||
|
if settings.has_section_key('dialog', 'propagate_input'):
|
||
|
var propagate_input: bool = settings.get_value('dialog', 'propagate_input')
|
||
|
if not propagate_input and not is_state(state.WAITING_INPUT):
|
||
|
get_tree().set_input_as_handled()
|
||
|
|
||
|
func next_event(discreetly: bool):
|
||
|
$FX/CharacterVoice.stop_voice() # stop the current voice as well
|
||
|
if !discreetly:
|
||
|
play_audio("passing")
|
||
|
_load_next_event()
|
||
|
|
||
|
# when the text finished showing
|
||
|
# plays audio, adds buttons, handles [nw]
|
||
|
func _on_text_completed():
|
||
|
emit_signal('text_complete', current_event)
|
||
|
|
||
|
play_audio('waiting')
|
||
|
|
||
|
# Add the choice buttons for questions
|
||
|
if current_event.has('options'):
|
||
|
# Already showed the text, ready to show the option buttons
|
||
|
set_state(state.WAITING_INPUT)
|
||
|
|
||
|
var waiting_until_options_enabled = float(settings.get_value('input', 'delay_after_options', 0.1))
|
||
|
$OptionsDelayedInput.start(waiting_until_options_enabled)
|
||
|
|
||
|
for o in current_event['options']:
|
||
|
if _should_add_choice_button(o):
|
||
|
add_choice_button(o)
|
||
|
|
||
|
# Auto focus
|
||
|
$DialogicTimer.start(0.1); yield($DialogicTimer, "timeout")
|
||
|
if settings.get_value('input', 'autofocus_choices', true):
|
||
|
button_container.get_child(0).grab_focus()
|
||
|
|
||
|
|
||
|
if current_event.has('text'):
|
||
|
# Already showed the text, ready to show the ▼ next indicator button
|
||
|
set_state(state.READY)
|
||
|
|
||
|
# [p] needs more work
|
||
|
# Setting the timer for how long to wait in the [nw] events
|
||
|
if '[nw]' in current_event['text'] or '[nw=' in current_event['text']:
|
||
|
var waiting_time = 2
|
||
|
var current_index = dialog_index
|
||
|
if '[nw=' in current_event['text']: # Regex stuff
|
||
|
var regex = RegEx.new()
|
||
|
regex.compile("\\[nw=(.+?)\\](.*?)")
|
||
|
var result = regex.search(current_event['text'])
|
||
|
var wait_settings = result.get_string()
|
||
|
#Kva-hack. if the waiting time is set to 'v'
|
||
|
#It will fetch waiting time from CharacterVoice.
|
||
|
waiting_time = wait_settings.split('=')[1]
|
||
|
if(waiting_time.begins_with('v')):
|
||
|
waiting_time = $"FX/CharacterVoice".remaining_time()
|
||
|
else:
|
||
|
waiting_time = float(waiting_time)
|
||
|
#print("Waiting time: " + String(waiting_time))
|
||
|
#Remove these comments once replaced with proper code.
|
||
|
# - KvaGram
|
||
|
#original line
|
||
|
#waiting_time = float(wait_settings.split('=')[1])
|
||
|
|
||
|
$DialogicTimer.start(waiting_time); yield($DialogicTimer, "timeout")
|
||
|
if dialog_index == current_index:
|
||
|
_load_next_event()
|
||
|
|
||
|
# When text reaches a [signal] command
|
||
|
# emits the dialogic signal with the argument
|
||
|
func _on_signal_request(name):
|
||
|
emit_signal("dialogic_signal", name)
|
||
|
|
||
|
# emits timeline_start and handles autosaving
|
||
|
func on_timeline_start():
|
||
|
if not Engine.is_editor_hint():
|
||
|
if settings.get_value('saving', 'autosave', true):
|
||
|
# save to the default slot
|
||
|
Dialogic.save('', true)
|
||
|
# TODO remove event_start in 2.0
|
||
|
emit_signal("event_start", "timeline", timeline_name)
|
||
|
emit_signal("timeline_start", timeline_name)
|
||
|
|
||
|
# emits timeline_end and handles autosaving
|
||
|
func on_timeline_end():
|
||
|
if not Engine.is_editor_hint():
|
||
|
if settings.get_value('saving', 'autosave', true):
|
||
|
# save to the default slot
|
||
|
Dialogic.save('', true)
|
||
|
# TODO remove event_end in 2.0
|
||
|
emit_signal("event_end", "timeline")
|
||
|
emit_signal("timeline_end", timeline_name)
|
||
|
|
||
|
# does checks and calls the above functions
|
||
|
func _emit_timeline_signals():
|
||
|
if dialog_script.has('events'):
|
||
|
if dialog_index == 0:
|
||
|
on_timeline_start()
|
||
|
elif _is_dialog_finished():
|
||
|
on_timeline_end()
|
||
|
|
||
|
|
||
|
# resets dialog_index and starts first event
|
||
|
func _init_dialog():
|
||
|
dialog_index = 0
|
||
|
_load_event()
|
||
|
|
||
|
# jumps to the event at the given index
|
||
|
func _load_event_at_index(index: int):
|
||
|
dialog_index = index
|
||
|
_load_event()
|
||
|
|
||
|
# loads the next event
|
||
|
func _load_next_event():
|
||
|
dialog_index += 1
|
||
|
_load_event()
|
||
|
|
||
|
# returns true if dialog_index is outside of the events indexes
|
||
|
func _is_dialog_finished():
|
||
|
return dialog_index >= dialog_script['events'].size()
|
||
|
|
||
|
# calls the event_handler
|
||
|
func _load_event():
|
||
|
# Updates whether the event is the last text box
|
||
|
if dialog_index + 1 >= dialog_script['events'].size():
|
||
|
is_last_text = true
|
||
|
else:
|
||
|
# Get next event
|
||
|
var next_event = dialog_script['events'][dialog_index + 1]
|
||
|
|
||
|
# If next event is Text Event, is_last_text is false
|
||
|
if next_event['event_id'] == "dialogic_001":
|
||
|
is_last_text = false
|
||
|
|
||
|
# Else, if next event is End Branch, set is_last_text to whether the next after exceeds the size of events.
|
||
|
elif 'end_branch_of' in next_event:
|
||
|
is_last_text = dialog_index + 2 >= dialog_script['events'].size()
|
||
|
|
||
|
# Else, if next event is Choice (and current event is not a Question)
|
||
|
elif 'choice' in next_event and not 'options' in dialog_script['events'][dialog_index]:
|
||
|
# Get Question
|
||
|
var index_in_questions = next_event['question_idx']
|
||
|
var question = questions[index_in_questions]
|
||
|
var index_in_events = dialog_script['events'].rfind(question, dialog_index)
|
||
|
var end_index = question['end_idx']
|
||
|
is_last_text = end_index + 1 >= dialog_script['events'].size()
|
||
|
|
||
|
_emit_timeline_signals()
|
||
|
_hide_definition_popup()
|
||
|
|
||
|
if dialog_script.has('events'):
|
||
|
if not _is_dialog_finished():
|
||
|
# CHECK IF NECESSARY!
|
||
|
var func_state = event_handler(dialog_script['events'][dialog_index])
|
||
|
#if (func_state is GDScriptFunctionState):
|
||
|
# print(func_state)
|
||
|
# yield(func_state, "completed")
|
||
|
elif not Engine.is_editor_hint():
|
||
|
# If setting 'Don't Close After Last Event' is not checked, free it.
|
||
|
if not current_theme.get_value('settings', 'dont_close_after_last_event', false):
|
||
|
queue_free()
|
||
|
|
||
|
# Handling an event and updating the available nodes accordingly.
|
||
|
func event_handler(event: Dictionary):
|
||
|
$TextBubble.reset()
|
||
|
clear_options()
|
||
|
|
||
|
current_event = event
|
||
|
|
||
|
if record_history:
|
||
|
HistoryTimeline.add_history_row_event(current_event)
|
||
|
|
||
|
match event['event_id']:
|
||
|
# MAIN EVENTS
|
||
|
# Text Event
|
||
|
'dialogic_001':
|
||
|
emit_signal("event_start", "text", event)
|
||
|
if fade_in_dialog():
|
||
|
yield(get_node('fade_in_tween_show_time'), 'tween_completed')
|
||
|
set_state(state.TYPING)
|
||
|
if event.has('character'):
|
||
|
var character_data = DialogicUtil.get_character(event['character'])
|
||
|
grab_portrait_focus(character_data, event)
|
||
|
if character_data.get('data', {}).get('theme', '') and current_theme_file_name != character_data.get('data', {}).get('theme', ''):
|
||
|
current_theme = load_theme(character_data.get('data', {}).get('theme', ''))
|
||
|
elif !character_data.get('data', {}).get('theme', '') and current_default_theme and current_theme_file_name != current_default_theme:
|
||
|
current_theme = load_theme(current_default_theme)
|
||
|
update_name(character_data)
|
||
|
|
||
|
#voice
|
||
|
handle_voice(event)
|
||
|
update_text(event['text'])
|
||
|
# Character event
|
||
|
'dialogic_002':
|
||
|
## PLEASE UPDATE THIS! BUT HOW?
|
||
|
emit_signal("event_start", "action", event)
|
||
|
set_state(state.WAITING)
|
||
|
if event['character'] == '':# No character found on the event. Skip.
|
||
|
_load_next_event()
|
||
|
else:
|
||
|
var character_data = DialogicUtil.get_character(event['character'])
|
||
|
# JOIN MODE -------------------------------------------
|
||
|
if event.get('type', 0) == 0 and not portrait_exists(character_data):
|
||
|
# CREATE NEW PORTRAIT
|
||
|
var p = Portrait.instance()
|
||
|
|
||
|
# SET DATA
|
||
|
if current_theme.get_value('settings', 'single_portrait_mode', false):
|
||
|
p.single_portrait_mode = true
|
||
|
p.character_data = character_data
|
||
|
p.dim_time = current_theme.get_value('animation', 'dim_time', 0.5)
|
||
|
|
||
|
var char_portrait = get_portrait_name(event)
|
||
|
p.init(char_portrait)
|
||
|
p.set_mirror(event.get('mirror_portrait', false))
|
||
|
|
||
|
# ADD IT TO THE SCENE
|
||
|
$Portraits.add_child(p)
|
||
|
p.move_to_position(get_character_position(event['position']))
|
||
|
event = insert_animation_data(event, 'join', 'fade_in_up.gd')
|
||
|
p.animate(event.get('animation', '[No Animation]'), event.get('animation_length', 1))
|
||
|
p.current_state['character'] = event['character']
|
||
|
p.current_state['position'] = event['position']
|
||
|
|
||
|
# z_index
|
||
|
$Portraits.move_child(p, get_portrait_z_index_point(event.get('z_index', 0)))
|
||
|
p.z_index = event.get('z_index', 0)
|
||
|
|
||
|
if event.get('animation_wait', false):
|
||
|
yield(p, 'animation_finished')
|
||
|
|
||
|
|
||
|
# LEAVE MODE -------------------------------------------
|
||
|
elif event.get('type', 0) == 1:
|
||
|
if event['character'] == '[All]':
|
||
|
event = insert_animation_data(event, 'leave', 'fade_out_down.gd')
|
||
|
characters_leave_all(event.get('animation', '[No Animation]'), event.get('animation_length', -1))
|
||
|
if event.get('animation_wait', false):
|
||
|
$DialogicTimer.start(event.get('animation_duration', 1))
|
||
|
yield($DialogicTimer, "timeout")
|
||
|
else:
|
||
|
for p in $Portraits.get_children():
|
||
|
if is_instance_valid(p) and p.character_data['file'] == event['character']:
|
||
|
event = insert_animation_data(event, 'leave', 'fade_out_down.gd')
|
||
|
p.animate(event.get('animation', 'instant_out.gd'), event.get('animation_length', 1), 1, true)
|
||
|
if event.get('animation_wait', false):
|
||
|
yield(p, 'animation_finished')
|
||
|
|
||
|
# UPDATE MODE -------------------------------------------
|
||
|
else:
|
||
|
if portrait_exists(character_data):
|
||
|
for portrait in $Portraits.get_children():
|
||
|
if portrait.character_data.get('file', true) == character_data.get('file', false):
|
||
|
# UPDATE PORTRAIT
|
||
|
var portrait_name = get_portrait_name(event)
|
||
|
if portrait_name != portrait.current_state['portrait']:
|
||
|
portrait.set_portrait(portrait_name)
|
||
|
# recalculate the position of the portrait with an instant animation
|
||
|
portrait.move_to_position(get_character_position(portrait.current_state['position']))
|
||
|
|
||
|
# UPDATE POSITION
|
||
|
if event.get('change_position', false):
|
||
|
if event['position'] != portrait.current_state['position']:
|
||
|
portrait.move_to_position(get_character_position(event['position']))
|
||
|
portrait.current_state['position'] = event['position']
|
||
|
|
||
|
if event.get('change_mirror_portrait', false):
|
||
|
portrait.set_mirror(event.get('mirror_portrait', false))
|
||
|
|
||
|
if event.get('change_z_index', false):
|
||
|
$Portraits.move_child(portrait, get_portrait_z_index_point(event.get('z_index', 0)))
|
||
|
portrait.z_index = event.get('z_index', 0)
|
||
|
|
||
|
portrait.animate(event.get('animation', '[No Animation]'), event.get('animation_length', 1), event.get('animation_repeat', 1))
|
||
|
|
||
|
if event.get('animation_wait', false) and event.get('animation', '[No Animation]') != "[No Animation]":
|
||
|
yield(portrait, 'animation_finished')
|
||
|
set_state(state.READY)
|
||
|
_load_next_event()
|
||
|
|
||
|
# LOGIC EVENTS
|
||
|
# Question event
|
||
|
'dialogic_010':
|
||
|
emit_signal("event_start", "question", event)
|
||
|
if fade_in_dialog():
|
||
|
yield(get_node('fade_in_tween_show_time'), 'tween_completed')
|
||
|
set_state(state.TYPING)
|
||
|
if event.has('name'):
|
||
|
update_name(event['name'])
|
||
|
elif event.has('character'):
|
||
|
var character_data = DialogicUtil.get_character(event['character'])
|
||
|
grab_portrait_focus(character_data, event)
|
||
|
|
||
|
if character_data.get('data', {}).get('theme', '') and current_theme_file_name != character_data.get('data', {}).get('theme', ''):
|
||
|
current_theme = load_theme(character_data.get('data', {}).get('theme', ''))
|
||
|
elif !character_data.get('data', {}).get('theme', '') and current_default_theme and current_theme_file_name != current_default_theme:
|
||
|
current_theme = load_theme(current_default_theme)
|
||
|
update_name(character_data)
|
||
|
#voice
|
||
|
handle_voice(event)
|
||
|
update_text(event['question'])
|
||
|
# Choice event
|
||
|
'dialogic_011':
|
||
|
emit_signal("event_start", "choice", event)
|
||
|
for q in questions:
|
||
|
if q['question_idx'] == event['question_idx']:
|
||
|
if q['answered']:
|
||
|
# If the option is for an answered question, skip to the end of it.
|
||
|
_load_event_at_index(q['end_idx'])
|
||
|
# Condition event
|
||
|
'dialogic_012':
|
||
|
# Treating this conditional as an option on a regular question event
|
||
|
var def_value = null
|
||
|
var current_question = questions[event['question_idx']]
|
||
|
|
||
|
for d in definitions['variables']:
|
||
|
if d['id'] == event['definition']:
|
||
|
def_value = d['value']
|
||
|
|
||
|
var condition_met = def_value != null and DialogicUtil.compare_definitions(def_value, event['value'], event['condition']);
|
||
|
|
||
|
current_question['answered'] = !condition_met
|
||
|
if !condition_met:
|
||
|
# condition not met, skipping branch
|
||
|
_load_event_at_index(current_question['end_idx'])
|
||
|
else:
|
||
|
# condition met, entering branch
|
||
|
_load_next_event()
|
||
|
# End Branch event
|
||
|
'dialogic_013':
|
||
|
emit_signal("event_start", "endbranch", event)
|
||
|
_load_next_event()
|
||
|
# Set Value event
|
||
|
'dialogic_014':
|
||
|
emit_signal("event_start", "set_value", event)
|
||
|
var operation = '='
|
||
|
if 'operation' in event and not event['operation'].empty():
|
||
|
operation = event["operation"]
|
||
|
var value = event['set_value']
|
||
|
if event.get('set_random', false):
|
||
|
value = str(randi()%int(event.get("random_upper_limit", 100)-event.get('random_lower_limit', 0))+event.get('random_lower_limit', 0))
|
||
|
Dialogic.set_variable_from_id(event['definition'], value, operation)
|
||
|
_load_next_event()
|
||
|
# Anchor event
|
||
|
'dialogic_015':
|
||
|
emit_signal("event_start", "anchor", event)
|
||
|
_load_next_event()
|
||
|
# GoTo event
|
||
|
'dialogic_016':
|
||
|
emit_signal("event_start", "goto", event)
|
||
|
dialog_index = anchors[event.get('anchor_id')]
|
||
|
_load_next_event()
|
||
|
|
||
|
|
||
|
# TIMELINE EVENTS
|
||
|
# Change Timeline event
|
||
|
'dialogic_020':
|
||
|
if !event['change_timeline'].empty():
|
||
|
change_timeline(event['change_timeline'])
|
||
|
# Change Backround event
|
||
|
'dialogic_021':
|
||
|
emit_signal("event_start", "background", event)
|
||
|
var fade_time = event.get('fade_duration', 1)
|
||
|
var value = event.get('background', '')
|
||
|
var background = get_node_or_null('Background')
|
||
|
|
||
|
current_background = event['background']
|
||
|
if background != null:
|
||
|
background.name = "BackgroundFadingOut"
|
||
|
if !value:
|
||
|
background.fade_out(fade_time)
|
||
|
else:
|
||
|
background.remove_with_delay(fade_time)
|
||
|
background = null
|
||
|
|
||
|
if value != '':
|
||
|
background = Background.instance()
|
||
|
add_child(background)
|
||
|
if (event['background'].ends_with('.tscn')):
|
||
|
var bg_scene = load(event['background'])
|
||
|
bg_scene = bg_scene.instance()
|
||
|
background.modulate = Color(1,1,1,0)
|
||
|
background.add_child(bg_scene)
|
||
|
background.fade_in(fade_time)
|
||
|
else:
|
||
|
background.texture = load(value)
|
||
|
background.fade_in(fade_time)
|
||
|
call_deferred('resize_main') # Executing the resize main to update the background size
|
||
|
|
||
|
_load_next_event()
|
||
|
# Close Dialog event
|
||
|
'dialogic_022':
|
||
|
emit_signal("event_start", "close_dialog", event)
|
||
|
set_state(state.ANIMATING)
|
||
|
var transition_duration = event.get('transition_duration', 1.0)
|
||
|
|
||
|
# fade out characters
|
||
|
insert_animation_data(event, 'leave', 'fade_out_down')
|
||
|
characters_leave_all(event['animation'], event['animation_length'])
|
||
|
|
||
|
# fade out background
|
||
|
var background = get_node_or_null('Background')
|
||
|
if background != null:
|
||
|
background.name = 'BackgroundFadingOut'
|
||
|
background.fade_out(transition_duration)
|
||
|
|
||
|
if transition_duration != 0:
|
||
|
var tween = Tween.new()
|
||
|
add_child(tween)
|
||
|
tween.interpolate_property($TextBubble, "modulate",
|
||
|
$TextBubble.modulate, Color('#00ffffff'), transition_duration,
|
||
|
Tween.TRANS_LINEAR, Tween.EASE_IN_OUT)
|
||
|
tween.start()
|
||
|
yield(tween, "tween_all_completed")
|
||
|
|
||
|
on_timeline_end()
|
||
|
queue_free()
|
||
|
# Wait seconds event
|
||
|
'dialogic_023':
|
||
|
emit_signal("event_start", "wait", event)
|
||
|
if event.get('hide_dialogbox', true):
|
||
|
$TextBubble.visible = false
|
||
|
set_state(state.WAITING)
|
||
|
var timer = get_tree().create_timer(event['wait_seconds'])
|
||
|
if event.get('waiting_skippable', false):
|
||
|
event['waiting_timer_skippable'] = timer
|
||
|
yield(timer, "timeout")
|
||
|
event.erase('waiting_timer_skippable')
|
||
|
set_state(state.IDLE)
|
||
|
$TextBubble.visible = true
|
||
|
emit_signal("event_end", "wait")
|
||
|
_load_next_event()
|
||
|
# Set Theme event
|
||
|
'dialogic_024':
|
||
|
emit_signal("event_start", "set_theme", event)
|
||
|
if event['set_theme'] != '':
|
||
|
current_theme = load_theme(event['set_theme'])
|
||
|
current_default_theme = event['set_theme']
|
||
|
resize_main()
|
||
|
_load_next_event()
|
||
|
# Set Glossary event
|
||
|
'dialogic_025':
|
||
|
emit_signal("event_start", "set_glossary", event)
|
||
|
if event['glossary_id']:
|
||
|
Dialogic.set_glossary_from_id(event['glossary_id'], event['title'], event['text'],event['extra'])
|
||
|
_load_next_event()
|
||
|
# Save event
|
||
|
'dialogic_026':
|
||
|
emit_signal('event_start', 'save', event)
|
||
|
var custom_slot :String = event.get('custom_slot', '').strip_edges()
|
||
|
if event.get('use_default_slot', true) or custom_slot == '':
|
||
|
Dialogic.save()
|
||
|
else:
|
||
|
if custom_slot.begins_with("[") and custom_slot.ends_with("]"):
|
||
|
custom_slot = custom_slot.trim_prefix("[").trim_suffix("]")
|
||
|
var saved = false
|
||
|
for definition in definitions['variables']:
|
||
|
if definition['name'] == custom_slot:
|
||
|
Dialogic.save(definition['value'])
|
||
|
saved = true
|
||
|
if not saved:
|
||
|
print("[D] Tried to access value definition '"+custom_slot+"' for saving, but it didn't exist.")
|
||
|
else:
|
||
|
Dialogic.save(custom_slot)
|
||
|
|
||
|
_load_next_event()
|
||
|
|
||
|
# AUDIO EVENTS
|
||
|
# Audio event
|
||
|
'dialogic_030':
|
||
|
emit_signal("event_start", "audio", event)
|
||
|
if event['audio'] == 'play' and 'file' in event.keys() and not event['file'].empty():
|
||
|
var audio = get_node_or_null('AudioEvent')
|
||
|
if audio == null:
|
||
|
audio = AudioStreamPlayer.new()
|
||
|
audio.name = 'AudioEvent'
|
||
|
add_child(audio)
|
||
|
if event.has('audio_bus'):
|
||
|
if AudioServer.get_bus_index(event['audio_bus']) >= 0:
|
||
|
audio.bus = event['audio_bus']
|
||
|
if event.has('volume'):
|
||
|
audio.volume_db = event['volume']
|
||
|
audio.stream = load(event['file'])
|
||
|
audio.play()
|
||
|
else:
|
||
|
var audio = get_node_or_null('AudioEvent')
|
||
|
if audio != null:
|
||
|
audio.stop()
|
||
|
audio.queue_free()
|
||
|
_load_next_event()
|
||
|
# Background Music event
|
||
|
'dialogic_031':
|
||
|
emit_signal("event_start", "background-music", event)
|
||
|
if event['background-music'] == 'play' and 'file' in event.keys() and not event['file'].empty():
|
||
|
$FX/BackgroundMusic.crossfade_to(event['file'], event.get('audio_bus', 'Master'), event.get('volume', 0), event.get('fade_length', 1))
|
||
|
else:
|
||
|
$FX/BackgroundMusic.fade_out(event.get('fade_length', 1))
|
||
|
_load_next_event()
|
||
|
|
||
|
# GODOT EVENTS
|
||
|
# Emit signal event
|
||
|
'dialogic_040':
|
||
|
emit_signal("dialogic_signal", event['emit_signal'])
|
||
|
_load_next_event()
|
||
|
# Change Scene event
|
||
|
'dialogic_041':
|
||
|
if event.has('scene'):
|
||
|
get_tree().change_scene(event['scene'])
|
||
|
elif event.has('change_scene'):
|
||
|
get_tree().change_scene(event['change_scene'])
|
||
|
# Call Node event
|
||
|
'dialogic_042':
|
||
|
emit_signal("event_start", "call_node", event)
|
||
|
$TextBubble.visible = false
|
||
|
set_state(state.WAITING)
|
||
|
var target = get_node_or_null(event['call_node']['target_node_path'])
|
||
|
if not target:
|
||
|
target = get_tree().root.get_node_or_null(event['call_node']['target_node_path'])
|
||
|
var method_name = event['call_node']['method_name']
|
||
|
var args = event['call_node']['arguments']
|
||
|
if (not args is Array):
|
||
|
args = []
|
||
|
|
||
|
if is_instance_valid(target):
|
||
|
if target.has_method(method_name):
|
||
|
var func_result = target.callv(method_name, args)
|
||
|
|
||
|
if (func_result is GDScriptFunctionState):
|
||
|
yield(func_result, "completed")
|
||
|
|
||
|
set_state(state.IDLE)
|
||
|
$TextBubble.visible = true
|
||
|
_load_next_event()
|
||
|
_:
|
||
|
if event['event_id'] in $CustomEvents.handlers.keys():
|
||
|
# get the handler node
|
||
|
var handler = $CustomEvents.handlers[event['event_id']]
|
||
|
handler.handle_event(event, self)
|
||
|
else:
|
||
|
visible = false
|
||
|
|
||
|
func change_timeline(timeline):
|
||
|
dialog_script = set_current_dialog(timeline)
|
||
|
_init_dialog()
|
||
|
|
||
|
|
||
|
## -----------------------------------------------------------------------------
|
||
|
## TEXTBOX-FUNCTIONALITY
|
||
|
## -----------------------------------------------------------------------------
|
||
|
# updates the Name Label
|
||
|
func update_name(character) -> void:
|
||
|
if character.has('name'):
|
||
|
var parsed_name = character['name']
|
||
|
if character['data'].get('display_name_bool', false):
|
||
|
if character['display_name'] != '':
|
||
|
parsed_name = character['display_name']
|
||
|
parsed_name = DialogicParser.parse_definitions(self, parsed_name, true, false)
|
||
|
$TextBubble.update_name(parsed_name, character.get('color', Color.white), current_theme.get_value('name', 'auto_color', true))
|
||
|
else:
|
||
|
$TextBubble.update_name('')
|
||
|
|
||
|
# shows the given text in the Text Bubble
|
||
|
# handles the simple translation feature
|
||
|
func update_text(text: String) -> String:
|
||
|
if settings.get_value('dialog', 'translations', false):
|
||
|
text = tr(text)
|
||
|
var final_text = DialogicParser.parse_definitions(self, DialogicParser.parse_alignment(self, text))
|
||
|
final_text = final_text.replace('[br]', '\n')
|
||
|
|
||
|
$TextBubble.update_text(final_text)
|
||
|
return final_text
|
||
|
|
||
|
# plays a sound
|
||
|
func _on_letter_written():
|
||
|
play_audio('typing')
|
||
|
|
||
|
|
||
|
## -----------------------------------------------------------------------------
|
||
|
## CHOICE/OPTION BUTTONS
|
||
|
## -----------------------------------------------------------------------------
|
||
|
|
||
|
# called when a choice is selected
|
||
|
# hides choices, sets question as answered and jumps to the appropriate event
|
||
|
func answer_question(i, event_idx, question_idx):
|
||
|
play_audio("selecting")
|
||
|
|
||
|
clear_options()
|
||
|
|
||
|
# set flags and continue dialog
|
||
|
questions[question_idx]['answered'] = true
|
||
|
_load_event_at_index(event_idx + 1)
|
||
|
|
||
|
if record_history:
|
||
|
HistoryTimeline.add_answer_to_question(str(i.text))
|
||
|
|
||
|
# Revert to last mouse mode when selection is done
|
||
|
if last_mouse_mode != null:
|
||
|
Input.set_mouse_mode(last_mouse_mode)
|
||
|
last_mouse_mode = null
|
||
|
|
||
|
# deletest the choice buttons
|
||
|
func clear_options():
|
||
|
# Clearing out the options after one was selected.
|
||
|
for option in button_container.get_children():
|
||
|
option.queue_free()
|
||
|
|
||
|
# adds a button for the given choice
|
||
|
func add_choice_button(option: Dictionary) -> Button:
|
||
|
var button = get_classic_choice_button(option['label'])
|
||
|
button_container.set('custom_constants/separation', current_theme.get_value('buttons', 'gap', 20))
|
||
|
button_container.add_child(button)
|
||
|
|
||
|
var hotkey
|
||
|
var buttonCount = button_container.get_child_count()
|
||
|
var hotkeyOption = settings.get_value('input', str('choice_hotkey_', buttonCount), '')
|
||
|
|
||
|
# If there is a hotkey, use that key
|
||
|
if hotkeyOption != '' and hotkeyOption != '[None]':
|
||
|
hotkey = InputEventAction.new()
|
||
|
hotkey.action = hotkeyOption
|
||
|
# otherwise default hotkeys are 1-9 for the first 10 buttons
|
||
|
elif buttonCount < 10 and settings.get_value('input', 'enable_default_shortcut', false):
|
||
|
hotkey = InputEventKey.new()
|
||
|
hotkey.scancode = OS.find_scancode_from_string(str(button_container.get_child_count()))
|
||
|
else:
|
||
|
hotkey = InputEventKey.new()
|
||
|
|
||
|
if hotkeyOption != '[None]' or settings.get_value('input', 'enable_default_shortcut', false) == true:
|
||
|
var shortcut = ShortCut.new()
|
||
|
shortcut.set_shortcut(hotkey)
|
||
|
|
||
|
button.set_shortcut(shortcut)
|
||
|
button.shortcut_in_tooltip = false
|
||
|
|
||
|
# Selecting the first button added
|
||
|
if settings.get_value('input', 'autofocus_choices', true):
|
||
|
if button_container.get_child_count() == 1:
|
||
|
button.grab_focus()
|
||
|
else:
|
||
|
button.focus_mode = FOCUS_NONE
|
||
|
|
||
|
# Adding audio when focused or hovered
|
||
|
button.connect('focus_entered', self, '_on_option_hovered', [button])
|
||
|
button.connect('mouse_entered', self, '_on_option_focused')
|
||
|
|
||
|
button.set_meta('event_idx', option['event_idx'])
|
||
|
button.set_meta('question_idx', option['question_idx'])
|
||
|
|
||
|
if Input.get_mouse_mode() != Input.MOUSE_MODE_VISIBLE:
|
||
|
last_mouse_mode = Input.get_mouse_mode()
|
||
|
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE) # Make sure the cursor is visible for the options selection
|
||
|
|
||
|
return button
|
||
|
|
||
|
# checks the condition of the given option
|
||
|
func _should_add_choice_button(option: Dictionary):
|
||
|
if not option['definition'].empty():
|
||
|
var def_value = null
|
||
|
for d in definitions['variables']:
|
||
|
if d['id'] == option['definition']:
|
||
|
def_value = d['value']
|
||
|
return def_value != null and DialogicUtil.compare_definitions(def_value, option['value'], option['condition']);
|
||
|
else:
|
||
|
return true
|
||
|
|
||
|
# instances a custom choice
|
||
|
func get_custom_choice_button(label: String):
|
||
|
var theme = current_theme
|
||
|
var custom_path = current_theme.get_value('buttons', 'custom_path', "")
|
||
|
var CustomChoiceButton = load(custom_path)
|
||
|
var button = CustomChoiceButton.instance()
|
||
|
button.text = label
|
||
|
return button
|
||
|
|
||
|
# instances a normal dialogic button
|
||
|
func get_classic_choice_button(label: String):
|
||
|
var theme = current_theme
|
||
|
var button : Button = ChoiceButton.instance()
|
||
|
button.text = label
|
||
|
button.set_meta('input_next', Dialogic.get_action_button())
|
||
|
|
||
|
# Removing the blue selected border
|
||
|
button.set('custom_styles/focus', StyleBoxEmpty.new())
|
||
|
# Text
|
||
|
button.set('custom_fonts/font', DialogicUtil.path_fixer_load(theme.get_value('text', 'font', "res://addons/dialogic/Example Assets/Fonts/DefaultFont.tres")))
|
||
|
|
||
|
|
||
|
if theme.get_value('buttons', 'fixed', false):
|
||
|
var size = theme.get_value('buttons', 'fixed_size', Vector2(130,40))
|
||
|
button.rect_min_size = size
|
||
|
button.rect_size = size
|
||
|
|
||
|
button_container.set('custom_constants/separation', theme.get_value('buttons', 'gap', 20))
|
||
|
|
||
|
# Different styles
|
||
|
var default_background = 'res://addons/dialogic/Example Assets/backgrounds/background-2.png'
|
||
|
var default_style = [
|
||
|
false, # 0 $TextColor/CheckBox
|
||
|
Color.white, # 1 $TextColor/ColorPickerButton
|
||
|
false, # 2 $FlatBackground/CheckBox
|
||
|
Color.black, # 3 $FlatBackground/ColorPickerButton
|
||
|
true, # 4 $BackgroundTexture/CheckBox
|
||
|
default_background, # 5 $BackgroundTexture/Button
|
||
|
false, # 6 $TextureModulation/CheckBox
|
||
|
Color.white, # 7 $TextureModulation/ColorPickerButton
|
||
|
]
|
||
|
# Default hover style
|
||
|
var hover_style = [true, Color( 0.698039, 0.698039, 0.698039, 1 ), false, Color.black, true, default_background, false, Color.white]
|
||
|
|
||
|
var style_normal = theme.get_value('buttons', 'normal', default_style)
|
||
|
var style_hover = theme.get_value('buttons', 'hover', hover_style)
|
||
|
var style_pressed = theme.get_value('buttons', 'pressed', default_style)
|
||
|
var style_disabled = theme.get_value('buttons', 'disabled', default_style)
|
||
|
|
||
|
# Text color
|
||
|
var default_color = Color(theme.get_value('text', 'color', '#ffffff'))
|
||
|
button.set('custom_colors/font_color', default_color)
|
||
|
button.set('custom_colors/font_color_hover', default_color.lightened(0.2))
|
||
|
button.set('custom_colors/font_color_pressed', default_color.darkened(0.2))
|
||
|
button.set('custom_colors/font_color_disabled', default_color.darkened(0.8))
|
||
|
|
||
|
if style_normal[0]:
|
||
|
button.set('custom_colors/font_color', style_normal[1])
|
||
|
if style_hover[0]:
|
||
|
button.set('custom_colors/font_color_hover', style_hover[1])
|
||
|
if style_pressed[0]:
|
||
|
button.set('custom_colors/font_color_pressed', style_pressed[1])
|
||
|
if style_disabled[0]:
|
||
|
button.set('custom_colors/font_color_disabled', style_disabled[1])
|
||
|
|
||
|
|
||
|
# Style normal
|
||
|
button_style_setter('normal', style_normal, button, theme)
|
||
|
button_style_setter('hover', style_hover, button, theme)
|
||
|
button_style_setter('pressed', style_pressed, button, theme)
|
||
|
button_style_setter('disabled', style_disabled, button, theme)
|
||
|
return button
|
||
|
|
||
|
# adds parts of a style to the given button
|
||
|
func button_style_setter(section, data, button, theme):
|
||
|
var style_box = StyleBoxTexture.new()
|
||
|
if data[2]:
|
||
|
# I'm using a white texture to do the flat style because otherwise the padding doesn't work.
|
||
|
style_box.set('texture', DialogicUtil.path_fixer_load("res://addons/dialogic/Images/Plugin/white-texture.png"))
|
||
|
style_box.set('modulate_color', data[3])
|
||
|
else:
|
||
|
if data[4]:
|
||
|
style_box.set('texture', DialogicUtil.path_fixer_load(data[5]))
|
||
|
if data[6]:
|
||
|
style_box.set('modulate_color', data[7])
|
||
|
|
||
|
# Padding
|
||
|
var padding = theme.get_value('buttons', 'padding', Vector2(5,5))
|
||
|
style_box.set('margin_left', padding.x)
|
||
|
style_box.set('margin_right', padding.x)
|
||
|
style_box.set('margin_top', padding.y)
|
||
|
style_box.set('margin_bottom', padding.y)
|
||
|
button.set('custom_styles/' + section, style_box)
|
||
|
|
||
|
# focuses button on hover
|
||
|
func _on_option_hovered(button):
|
||
|
button.grab_focus()
|
||
|
|
||
|
# plays the sound
|
||
|
func _on_option_focused():
|
||
|
play_audio("hovering")
|
||
|
|
||
|
# connects the signals after a short delay to make accidental clicking less likely
|
||
|
func _on_OptionsDelayedInput_timeout():
|
||
|
for button in button_container.get_children():
|
||
|
if button.is_connected("pressed", self, "answer_question") == false:
|
||
|
button.connect("pressed", self, "answer_question", [button, button.get_meta('event_idx'), button.get_meta('question_idx')])
|
||
|
|
||
|
## -----------------------------------------------------------------------------
|
||
|
## VOICE LINE FEATURE
|
||
|
## -----------------------------------------------------------------------------
|
||
|
# plays the voice line of the event
|
||
|
func handle_voice(event):
|
||
|
var settings_file = DialogicResources.get_settings_config()
|
||
|
if not settings_file.get_value('dialog', 'text_event_audio_enable', false):
|
||
|
return
|
||
|
# In game only
|
||
|
if Engine.is_editor_hint():
|
||
|
return
|
||
|
|
||
|
if event.has('voice_data'):
|
||
|
var voice_data = event['voice_data']
|
||
|
if voice_data.has('0'):
|
||
|
$FX/CharacterVoice.play_voice(voice_data['0'])
|
||
|
return
|
||
|
|
||
|
$FX/CharacterVoice.stop_voice()
|
||
|
|
||
|
## -----------------------------------------------------------------------------
|
||
|
## PORTRAITS
|
||
|
## -----------------------------------------------------------------------------
|
||
|
# defocuses all characters except the given one
|
||
|
func grab_portrait_focus(character_data, event: Dictionary = {}) -> bool:
|
||
|
var exists = false
|
||
|
for portrait in $Portraits.get_children():
|
||
|
# check if it's the same character
|
||
|
if portrait.character_data.get("file", "something") == character_data.get("file", "none"):
|
||
|
exists = true
|
||
|
portrait.focus()
|
||
|
if event.has('portrait'):
|
||
|
portrait.set_portrait(get_portrait_name(event))
|
||
|
if settings.get_value('dialog', 'recenter_portrait', true):
|
||
|
portrait.move_to_position(portrait.direction)
|
||
|
else:
|
||
|
portrait.focusout(Color(current_theme.get_value('animation', 'dim_color', '#ff808080')))
|
||
|
return exists
|
||
|
|
||
|
# returns true if the a portrait for that character already exists
|
||
|
func portrait_exists(character_data) -> bool:
|
||
|
var exists = false
|
||
|
for portrait in $Portraits.get_children():
|
||
|
if portrait.character_data.get('file', true) == character_data.get('file', false):
|
||
|
exists = true
|
||
|
return exists
|
||
|
|
||
|
# converts PORTRAIT-WEIRDNESS to a word
|
||
|
func get_character_position(positions) -> String:
|
||
|
if positions['0']:
|
||
|
return 'left'
|
||
|
if positions['1']:
|
||
|
return 'center_left'
|
||
|
if positions['2']:
|
||
|
return 'center'
|
||
|
if positions['3']:
|
||
|
return 'center_right'
|
||
|
if positions['4']:
|
||
|
return 'right'
|
||
|
return 'left'
|
||
|
|
||
|
# returns the portrait name or the definition value (id definition is enabled)
|
||
|
func get_portrait_name(event_data):
|
||
|
var char_portrait = event_data['portrait']
|
||
|
if char_portrait == '':
|
||
|
char_portrait = "(Don't change)"
|
||
|
|
||
|
if char_portrait == '[Definition]' and event_data.has('port_defn'):
|
||
|
var portrait_definition = event_data['port_defn']
|
||
|
if portrait_definition != '':
|
||
|
for d in Dialogic._get_definitions()['variables']:
|
||
|
if d['id'] == portrait_definition:
|
||
|
char_portrait = d['value']
|
||
|
break
|
||
|
return char_portrait
|
||
|
|
||
|
|
||
|
func insert_animation_data(event_data, type = 'join', default = 'fade_in_up'):
|
||
|
var animation = event_data.get('animation', '[Default]')
|
||
|
var length = event_data.get('animation_length', 0.5)
|
||
|
if animation == '[Default]':
|
||
|
animation = DialogicResources.get_settings_value('animations', 'default_'+type+'_animation', default)
|
||
|
length = DialogicResources.get_settings_value('animations', 'default_'+type+'_animation_length', 0.5)
|
||
|
event_data['animation'] = animation
|
||
|
event_data['animation_length'] = length
|
||
|
return event_data
|
||
|
|
||
|
# moves out all portraits
|
||
|
func characters_leave_all(animation, time):
|
||
|
var portraits = get_node_or_null('Portraits')
|
||
|
if portraits != null:
|
||
|
for p in portraits.get_children():
|
||
|
p.animate(animation, time, 1, true)
|
||
|
|
||
|
# returns where to move the portrait, so the fake-z-index looks good
|
||
|
func get_portrait_z_index_point(z_index):
|
||
|
for i in range($Portraits.get_child_count()):
|
||
|
if $Portraits.get_child(i).z_index >= z_index:
|
||
|
return i
|
||
|
return $Portraits.get_child_count()
|
||
|
## -----------------------------------------------------------------------------
|
||
|
## GLOSSARY POPUP
|
||
|
## -----------------------------------------------------------------------------
|
||
|
# cheks the 'show_glossary' setting
|
||
|
func _should_show_glossary():
|
||
|
if current_theme != null:
|
||
|
return current_theme.get_value('definitions', 'show_glossary', true)
|
||
|
return true
|
||
|
|
||
|
# shows the glossary popup
|
||
|
func _on_RichTextLabel_meta_hover_started(meta):
|
||
|
var correct_type = false
|
||
|
for d in definitions['glossary']:
|
||
|
if d['id'] == meta:
|
||
|
$DefinitionInfo.load_preview({
|
||
|
'title': d['title'],
|
||
|
'body': DialogicParser.parse_definitions(self, d['text'], true, false), # inserts variables but not other glossary items!
|
||
|
'extra': d['extra'],
|
||
|
})
|
||
|
correct_type = true
|
||
|
|
||
|
if correct_type:
|
||
|
definition_visible = true
|
||
|
$DefinitionInfo.visible = definition_visible
|
||
|
# Adding a timer to avoid a graphical glitch
|
||
|
$DefinitionInfo/Timer.stop()
|
||
|
|
||
|
# hides the glossary popup
|
||
|
func _on_RichTextLabel_meta_hover_ended(meta):
|
||
|
# Adding a timer to avoid a graphical glitch
|
||
|
$DefinitionInfo/Timer.start(0.1)
|
||
|
|
||
|
# hides the glossary popup
|
||
|
func _hide_definition_popup():
|
||
|
definition_visible = false
|
||
|
$DefinitionInfo.visible = definition_visible
|
||
|
|
||
|
# (actually) hides the glossary popup
|
||
|
func _on_Definition_Timer_timeout():
|
||
|
# Adding a timer to avoid a graphical glitch
|
||
|
definition_visible = false
|
||
|
$DefinitionInfo.visible = definition_visible
|
||
|
|
||
|
|
||
|
## -----------------------------------------------------------------------------
|
||
|
## DIALOG FADING
|
||
|
## -----------------------------------------------------------------------------
|
||
|
# Since Dialogic has some placeholder text in case something goes wrong
|
||
|
# This will reset the text, reset any modulation it might have, and
|
||
|
# set the variables that handle the fade in to the start position
|
||
|
func _hide_dialog():
|
||
|
$TextBubble.clear() # Clearing the text
|
||
|
$TextBubble.modulate = Color(1,1,1,0)
|
||
|
dialog_faded_in_already = false
|
||
|
|
||
|
# start a fade in animation
|
||
|
func fade_in_dialog(time = 0.5):
|
||
|
visible = true
|
||
|
time = current_theme.get_value('animation', 'show_time', 0.5)
|
||
|
var has_tween = false
|
||
|
|
||
|
if Engine.is_editor_hint() == false:
|
||
|
if dialog_faded_in_already == false and do_fade_in:
|
||
|
var tween = Tween.new()
|
||
|
add_child(tween)
|
||
|
# The tween created ('fade_in_tween_show_time') is also reference for the $TextBubble
|
||
|
# node to know if it should start showing up the letters of the dialog or not.
|
||
|
tween.name = 'fade_in_tween_show_time'
|
||
|
$TextBubble.modulate.a = 0
|
||
|
tween.interpolate_property($TextBubble, "modulate",
|
||
|
$TextBubble.modulate, Color(1,1,1,1), time,
|
||
|
Tween.TRANS_LINEAR, Tween.EASE_IN_OUT)
|
||
|
tween.start()
|
||
|
tween.connect("tween_completed", self, "finished_fade_in_dialog", [tween])
|
||
|
has_tween = true
|
||
|
|
||
|
if has_tween:
|
||
|
set_state(state.ANIMATING)
|
||
|
dialog_faded_in_already = true
|
||
|
return true
|
||
|
return false
|
||
|
|
||
|
# at the end of fade animation, reset flags
|
||
|
func finished_fade_in_dialog(object, key, node):
|
||
|
node.queue_free()
|
||
|
if !current_event.has('options'):
|
||
|
set_state(state.IDLE)
|
||
|
dialog_faded_in_already = true
|
||
|
|
||
|
## -----------------------------------------------------------------------------
|
||
|
## LOADING AND SAVING
|
||
|
## -----------------------------------------------------------------------------
|
||
|
# returns all important data in a dictionary to be saved
|
||
|
func get_current_state_info():
|
||
|
var state = {}
|
||
|
|
||
|
# visible characters:
|
||
|
state["portraits"] = []
|
||
|
for portrait in $Portraits.get_children():
|
||
|
state['portraits'].append(portrait.current_state)
|
||
|
state['portraits'][-1]['z_index'] = portrait.z_index
|
||
|
|
||
|
# background music:
|
||
|
state['background_music'] = $FX/BackgroundMusic.get_current_info()
|
||
|
|
||
|
# current_timeline and event
|
||
|
state["timeline"] = current_timeline
|
||
|
state['event_idx'] = dialog_index
|
||
|
|
||
|
# current background
|
||
|
state['background'] = current_background
|
||
|
|
||
|
return state
|
||
|
|
||
|
# loads all important data from a dictionary
|
||
|
func resume_state_from_info(state_info):
|
||
|
|
||
|
# wait until the dialog node was added to the tree
|
||
|
do_fade_in = false
|
||
|
yield(self, "ready")
|
||
|
#print(state_info)
|
||
|
|
||
|
|
||
|
|
||
|
# load the characters
|
||
|
for saved_portrait in state_info['portraits']:
|
||
|
var event = saved_portrait
|
||
|
|
||
|
# this code is ALL copied from the event_handler. So I should probably outsource it to a function...
|
||
|
var character_data = DialogicUtil.get_character(event['character'])
|
||
|
if portrait_exists(character_data):
|
||
|
for portrait in $Portraits.get_children():
|
||
|
if portrait.character_data == character_data:
|
||
|
portrait.move_to_position(get_character_position(event['position']))
|
||
|
portrait.set_mirror(event.get('mirror', false))
|
||
|
else:
|
||
|
var p = Portrait.instance()
|
||
|
var char_portrait = event['portrait']
|
||
|
if char_portrait == '':
|
||
|
char_portrait = 'Default'
|
||
|
|
||
|
if char_portrait == '[Definition]' and event.has('port_defn'):
|
||
|
var portrait_definition = event['port_defn']
|
||
|
if portrait_definition != '':
|
||
|
for d in DialogicResources.get_default_definitions()['variables']:
|
||
|
if d['id'] == portrait_definition:
|
||
|
char_portrait = d['value']
|
||
|
break
|
||
|
|
||
|
if current_theme.get_value('settings', 'single_portrait_mode', false):
|
||
|
p.single_portrait_mode = true
|
||
|
p.dim_time = current_theme.get_value('animation', 'dim_time', 0.5)
|
||
|
p.character_data = character_data
|
||
|
p.init(char_portrait)
|
||
|
|
||
|
p.set_mirror(event.get('mirror', false))
|
||
|
$Portraits.add_child(p)
|
||
|
$Portraits.move_child(p, get_portrait_z_index_point(saved_portrait.get('z_index', 0)))
|
||
|
p.move_to_position(get_character_position(event['position']))
|
||
|
# this info is only used to save the state later
|
||
|
p.current_state['character'] = event['character']
|
||
|
p.current_state['position'] = event['position']
|
||
|
|
||
|
# load the background music
|
||
|
if state_info['background_music'] != null:
|
||
|
$FX/BackgroundMusic.crossfade_to(state_info['background_music']['file'], state_info['background_music']['audio_bus'], state_info['background_music']['volume'], 1)
|
||
|
|
||
|
# load the background image
|
||
|
if state_info['background']:
|
||
|
current_background = state_info['background']
|
||
|
|
||
|
var background = Background.instance()
|
||
|
call_deferred('resize_main') # Executing the resize main to update the background size
|
||
|
|
||
|
add_child(background)
|
||
|
|
||
|
if (current_background.ends_with('.tscn')):
|
||
|
var bg_scene = load(current_background)
|
||
|
if (bg_scene):
|
||
|
bg_scene = bg_scene.instance()
|
||
|
background.add_child(bg_scene)
|
||
|
elif (current_background != ''):
|
||
|
background.texture = load(current_background)
|
||
|
|
||
|
# load the timeline and event
|
||
|
set_current_dialog(state_info['timeline'])
|
||
|
|
||
|
# mark all previous question events as "answered"
|
||
|
for event_index in range(0, state_info['event_idx']):
|
||
|
if dialog_script['events'][event_index]['event_id'] == 'dialogic_010':
|
||
|
dialog_script['events'][event_index]['answered'] = true
|
||
|
|
||
|
_load_event_at_index(state_info['event_idx'])
|
||
|
|
||
|
|
||
|
## -----------------------------------------------------------------------------
|
||
|
## Finite State Machine
|
||
|
## -----------------------------------------------------------------------------
|
||
|
# At the moment both functions are helpers only, but the goal of making them
|
||
|
# as functions and not a simple `_state = whatever` is to also perform certain
|
||
|
# actions when changing from state to state. If needed in the future, we can
|
||
|
# also emit signals and stuff like that without having to go back to every
|
||
|
# state change in the code.
|
||
|
|
||
|
func set_state(new_state):
|
||
|
var state_string = [ "IDLE", "READY", "TYPING", "WAITING", "WAITING_INPUT", "ANIMATING", ]
|
||
|
#print(state_string[new_state])
|
||
|
_state = new_state
|
||
|
return _state
|
||
|
|
||
|
func is_state(check_state):
|
||
|
if _state == check_state:
|
||
|
return true
|
||
|
return false
|