extends Control @onready var tail: Line2D = ($Group/Tail as Line2D) @onready var bubble: Control = ($Group/Background as Control) @onready var text: DialogicNode_DialogText = (%DialogText as DialogicNode_DialogText) # The choice container is added by the TextBubble layer @onready var choice_container: Container = null @onready var name_label: Label = (%NameLabel as Label) @onready var name_label_box: PanelContainer = (%NameLabelPanel as PanelContainer) @onready var name_label_holder: HBoxContainer = $DialogText/NameLabelPositioner var node_to_point_at: Node = null var current_character: DialogicCharacter = null var max_width := 300 var bubble_rect: Rect2 = Rect2(0.0, 0.0, 2.0, 2.0) var base_position := Vector2.ZERO var base_direction := Vector2(1.0, -1.0).normalized() var safe_zone := 50.0 var padding := Vector2() var name_label_alignment := HBoxContainer.ALIGNMENT_BEGIN var name_label_offset := Vector2() var force_choices_on_separate_lines := false # Sets the padding shader paramter. # It's the amount of spacing around the background to allow some wobbeling. var bg_padding := 30 func _ready() -> void: reset() DialogicUtil.autoload().Choices.choices_shown.connect(_on_choices_shown) func reset() -> void: scale = Vector2.ZERO modulate.a = 0.0 tail.points = [] bubble_rect = Rect2(0,0,2,2) base_position = get_speaker_canvas_position() position = base_position func _process(delta:float) -> void: base_position = get_speaker_canvas_position() var center := get_viewport_rect().size / 2.0 var dist_x := abs(base_position.x - center.x) var dist_y := abs(base_position.y - center.y) var x_e := center.x - bubble_rect.size.x var y_e := center.y - bubble_rect.size.y var influence_x := remap(clamp(dist_x, x_e, center.x), x_e, center.x * 0.8, 0.0, 1.0) var influence_y := remap(clamp(dist_y, y_e, center.y), y_e, center.y * 0.8, 0.0, 1.0) if base_position.x > center.x: influence_x = -influence_x if base_position.y > center.y: influence_y = -influence_y var edge_influence := Vector2(influence_x, influence_y) var direction := (base_direction + edge_influence).normalized() var p: Vector2 = base_position + direction * ( safe_zone + lerp(bubble_rect.size.y, bubble_rect.size.x, abs(direction.x)) * 0.4 ) p = p.clamp(bubble_rect.size / 2.0, get_viewport_rect().size - bubble_rect.size / 2.0) position = position.lerp(p, 5 * delta) var point_a: Vector2 = Vector2.ZERO var point_b: Vector2 = (base_position - position) * 0.75 var offset: Vector2 = Vector2.from_angle(point_a.angle_to_point(point_b)) * bubble_rect.size * abs(direction.x) * 0.4 point_a += offset point_b += offset * 0.5 var curve := Curve2D.new() var direction_point := Vector2(0, (point_b.y - point_a.y)) curve.add_point(point_a, Vector2.ZERO, direction_point * 0.5) curve.add_point(point_b) tail.points = curve.tessellate(5) tail.width = bubble_rect.size.x * 0.15 func open() -> void: set_process(true) show() text.enabled = true var open_tween := create_tween().set_parallel(true) open_tween.tween_property(self, "scale", Vector2.ONE, 0.1).from(Vector2.ZERO) open_tween.tween_property(self, "modulate:a", 1.0, 0.1).from(0.0) func close() -> void: text.enabled = false var close_tween := create_tween().set_parallel(true) close_tween.tween_property(self, "scale", Vector2.ONE * 0.8, 0.2) close_tween.tween_property(self, "modulate:a", 0.0, 0.2) await close_tween.finished hide() set_process(false) func _on_dialog_text_started_revealing_text(): _resize_bubble(get_base_content_size(), true) func _resize_bubble(content_size:Vector2, popup:=false) -> void: var bubble_size: Vector2 = content_size+(padding*2)+Vector2.ONE*bg_padding var half_size: Vector2= (bubble_size / 2.0) bubble.pivot_offset = half_size bubble_rect = Rect2(position, bubble_size * Vector2(1.1, 1.1)) bubble.position = -half_size bubble.size = bubble_size text.size = content_size text.position = -(content_size/2.0) if popup: var t := create_tween().set_ease(Tween.EASE_OUT).set_trans(Tween.TRANS_BACK) t.tween_property(bubble, "scale", Vector2.ONE, 0.2).from(Vector2.ZERO) else: bubble.scale = Vector2.ONE bubble.material.set(&"shader_parameter/box_size", bubble_size) name_label_holder.position = Vector2(0, bubble.position.y - text.position.y - name_label_holder.size.y/2.0) name_label_holder.position += name_label_offset name_label_holder.alignment = name_label_alignment name_label_holder.size.x = text.size.x func _on_choices_shown(info:Dictionary) -> void: if !is_visible_in_tree(): return await get_tree().process_frame var content_size := get_base_content_size() content_size.y += choice_container.size.y content_size.x = max(content_size.x, choice_container.size.x) _resize_bubble(content_size) func get_base_content_size() -> Vector2: var font: Font = text.get_theme_font(&"normal_font") return font.get_multiline_string_size( text.get_parsed_text(), HORIZONTAL_ALIGNMENT_LEFT, max_width, text.get_theme_font_size(&"normal_font_size") ) func add_choice_container(node:Container, alignment:=FlowContainer.ALIGNMENT_BEGIN) -> void: if choice_container: choice_container.get_parent().remove_child(choice_container) choice_container.queue_free() node.name = "ChoiceContainer" choice_container = node node.set_anchors_preset(LayoutPreset.PRESET_BOTTOM_WIDE) node.grow_vertical = Control.GROW_DIRECTION_BEGIN text.add_child(node) if node is HFlowContainer: (node as HFlowContainer).alignment = alignment for i:int in range(5): choice_container.add_child(DialogicNode_ChoiceButton.new()) if node is HFlowContainer: continue match alignment: HBoxContainer.ALIGNMENT_BEGIN: (choice_container.get_child(-1) as Control).size_flags_horizontal = SIZE_SHRINK_BEGIN HBoxContainer.ALIGNMENT_CENTER: (choice_container.get_child(-1) as Control).size_flags_horizontal = SIZE_SHRINK_CENTER HBoxContainer.ALIGNMENT_END: (choice_container.get_child(-1) as Control).size_flags_horizontal = SIZE_SHRINK_END for child:Button in choice_container.get_children(): var prev := child.get_parent().get_child(wrap(child.get_index()-1, 0, choice_container.get_child_count()-1)).get_path() var next := child.get_parent().get_child(wrap(child.get_index()+1, 0, choice_container.get_child_count()-1)).get_path() child.focus_next = next child.focus_previous = prev child.focus_neighbor_left = prev child.focus_neighbor_top = prev child.focus_neighbor_right = next child.focus_neighbor_bottom = next func get_speaker_canvas_position() -> Vector2: if node_to_point_at: if node_to_point_at is Node3D: base_position = get_viewport().get_camera_3d().unproject_position( (node_to_point_at as Node3D).global_position) if node_to_point_at is CanvasItem: base_position = (node_to_point_at as CanvasItem).get_global_transform_with_canvas().origin return base_position