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1.8 KiB

6 months ago
@tool
extends DialogicLayoutBase
## This layout won't do anything on it's own
var bubbles: Array = []
var registered_characters: Dictionary = {}
@export_group("Main")
@export_range(1, 25, 1) var bubble_count : int = 2
func _ready():
if Engine.is_editor_hint():
return
DialogicUtil.autoload().Text.about_to_show_text.connect(_on_dialogic_text_event)
$Example/CRT.position = $Example.get_viewport_rect().size/2
if not has_node('TextBubbleLayer'):
return
if len(bubbles) < bubble_count:
add_bubble()
func register_character(character:DialogicCharacter, node:Node):
registered_characters[character] = node
if len(registered_characters) > len(bubbles) and len(bubbles) < bubble_count:
add_bubble()
func add_bubble() -> void:
if not has_node('TextBubbleLayer'):
return
var new_bubble: Control = get_node("TextBubbleLayer").add_bubble()
bubbles.append(new_bubble)
func _on_dialogic_text_event(info:Dictionary):
var bubble_to_use: Node
for bubble in bubbles:
if bubble.current_character == info.character:
bubble_to_use = bubble
if bubble_to_use == null:
for bubble in bubbles:
if bubble.current_character == null:
bubble_to_use = bubble
if bubble_to_use == null:
bubble_to_use = bubbles[0]
var node_to_point_at: Node
if info.character in registered_characters:
node_to_point_at = registered_characters[info.character]
$Example.hide()
else:
node_to_point_at = $Example/CRT/Marker
$Example.show()
bubble_to_use.current_character = info.character
bubble_to_use.node_to_point_at = node_to_point_at
bubble_to_use.reset()
if has_node('TextBubbleLayer'):
get_node("TextBubbleLayer").bubble_apply_overrides(bubble_to_use)
bubble_to_use.open()
## Now close other bubbles
for bubble in bubbles:
if bubble != bubble_to_use:
bubble.close()
bubble.current_character = null