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6 months ago
@tool
extends Resource
class_name DialogicCharacter
## Resource that represents a character in dialog.
## Manages/contains portraits, custom info and translation of characters.
@export var display_name := ""
@export var nicknames := []
@export var color := Color()
@export var description := ""
@export var scale := 1.0
@export var offset := Vector2()
@export var mirror := false
@export var default_portrait := ""
@export var portraits := {}
@export var custom_info := {}
## All valid properties that can be accessed by their translation.
enum TranslatedProperties {
NAME,
NICKNAMES,
}
var _translation_id := ""
func _to_string() -> String:
return "[{name}:{id}]".format({"name":get_character_name(), "id":get_instance_id()})
## Adds a translation ID to the character.
func add_translation_id() -> String:
_translation_id = DialogicUtil.get_next_translation_id()
return _translation_id
## Returns the character's translation ID.
## Adds a translation ID to the character if it doesn't have one.
func get_set_translation_id() -> String:
if _translation_id == null or _translation_id.is_empty():
return add_translation_id()
else:
return _translation_id
## Removes the translation ID from the character.
func remove_translation_id() -> void:
_translation_id = ""
## Checks [param property] and matches it to a translation key.
##
## Undefined behaviour if an invalid integer is passed.
func get_property_translation_key(property: TranslatedProperties) -> String:
var property_key := ""
match property:
TranslatedProperties.NAME:
property_key = "name"
TranslatedProperties.NICKNAMES:
property_key = "nicknames"
return "Character".path_join(_translation_id).path_join(property_key)
## Accesses the original text of the character.
##
## Undefined behaviour if an invalid integer is passed.
func _get_property_original_text(property: TranslatedProperties) -> String:
match property:
TranslatedProperties.NAME:
return display_name
TranslatedProperties.NICKNAMES:
return ", ".join(nicknames)
return ""
## Access a property of the character and if conditions are met, attempts to
## translate the property.
##
## The translation feature must be enabled in the project settings.
## The translation ID must be set.
## Otherwise, returns the text property as is.
##
## Undefined behaviour if an invalid integer is passed.
func _get_property_translated(property: TranslatedProperties) -> String:
var try_translation: bool = (_translation_id != null
and not _translation_id.is_empty()
and ProjectSettings.get_setting('dialogic/translation/enabled', false)
)
if try_translation:
var translation_key := get_property_translation_key(property)
var translated_property := tr(translation_key)
# If no translation is found, tr() returns the ID.
# However, we want to fallback to the original text.
if translated_property == translation_key:
return _get_property_original_text(property)
return translated_property
else:
return _get_property_original_text(property)
## Translates the nicknames of the characters and then returns them as an array
## of strings.
func get_nicknames_translated() -> Array:
var translated_nicknames := _get_property_translated(TranslatedProperties.NICKNAMES)
return (translated_nicknames.split(", ") as Array)
## Translates and returns the display name of the character.
func get_display_name_translated() -> String:
return _get_property_translated(TranslatedProperties.NAME)
## Returns the name of the file (without the extension).
func get_character_name() -> String:
if !resource_path.is_empty():
return resource_path.get_file().trim_suffix('.dch')
elif !display_name.is_empty():
return display_name.validate_node_name()
else:
return "UnnamedCharacter"
## Returns the info of the given portrait.
## Uses the default portrait if the given portrait doesn't exist.
func get_portrait_info(portrait_name:String) -> Dictionary:
return portraits.get(portrait_name, portraits.get(default_portrait, {}))