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418 lines
14 KiB
418 lines
14 KiB
class_name DialogicGameHandler
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extends Node
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## Class that is used as the Dialogic autoload.
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## Autoload script that allows you to interact with all of Dialogic's systems:[br]
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## - Holds all important information about the current state of Dialogic.[br]
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## - Provides access to all the subsystems.[br]
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## - Has methods to start/end timelines.[br]
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## States indicating different phases of dialog.
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enum States {
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IDLE, ## Dialogic is awaiting input to advance.
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REVEALING_TEXT, ## Dialogic is currently revealing text.
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ANIMATING, ## Some animation is happening.
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AWAITING_CHOICE, ## Dialogic awaits the selection of a choice
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WAITING ## Dialogic is currently awaiting something.
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}
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## Flags indicating what to clear when calling [method clear].
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enum ClearFlags {
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FULL_CLEAR = 0, ## Clears all subsystems
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KEEP_VARIABLES = 1, ## Clears all subsystems and info except for variables
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TIMELINE_INFO_ONLY = 2 ## Doesn't clear subsystems but current timeline and index
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}
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## Reference to the currently executed timeline.
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var current_timeline: DialogicTimeline = null
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## Copy of the [member current_timeline]'s events.
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var current_timeline_events: Array = []
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## Index of the event the timeline handling is currently at.
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var current_event_idx: int = 0
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## Contains all information that subsystems consider relevant for
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## the current situation
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var current_state_info: Dictionary = {}
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## Current state (see [member States] enum).
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var current_state := States.IDLE:
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get:
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return current_state
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set(new_state):
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current_state = new_state
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state_changed.emit(new_state)
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## Emitted when [member current_state] change.
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signal state_changed(new_state:States)
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## When `true`, many dialogic processes won't continue until it's `false` again.
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var paused := false:
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set(value):
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paused = value
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if paused:
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for subsystem in get_children():
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if subsystem is DialogicSubsystem:
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(subsystem as DialogicSubsystem).pause()
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dialogic_paused.emit()
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else:
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for subsystem in get_children():
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if subsystem is DialogicSubsystem:
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(subsystem as DialogicSubsystem).resume()
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dialogic_resumed.emit()
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## Emitted when [member paused] changes to `true`.
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signal dialogic_paused
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## Emitted when [member paused] changes to `false`.
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signal dialogic_resumed
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## Emitted when the timeline ends.
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## This can be a timeline ending or [method end_timeline] being called.
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signal timeline_ended
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## Emitted when a timeline starts by calling either [method start]
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## or [method start_timeline].
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signal timeline_started
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## Emitted when an event starts being executed.
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## The event may not have finished executing yet.
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signal event_handled(resource: DialogicEvent)
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## Emitted when a [class SignalEvent] event was reached.
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signal signal_event(argument: Variant)
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## Emitted when a signal event gets fired from a [class TextEvent] event.
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signal text_signal(argument: String)
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# Careful, this section is repopulated automatically at certain moments.
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#region SUBSYSTEMS
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var Audio := preload("res://addons/dialogic/Modules/Audio/subsystem_audio.gd").new():
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get: return get_subsystem("Audio")
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var Backgrounds := preload("res://addons/dialogic/Modules/Background/subsystem_backgrounds.gd").new():
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get: return get_subsystem("Backgrounds")
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var Portraits := preload("res://addons/dialogic/Modules/Character/subsystem_portraits.gd").new():
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get: return get_subsystem("Portraits")
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var Choices := preload("res://addons/dialogic/Modules/Choice/subsystem_choices.gd").new():
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get: return get_subsystem("Choices")
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var Expressions := preload("res://addons/dialogic/Modules/Core/subsystem_expression.gd").new():
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get: return get_subsystem("Expressions")
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var Animations := preload("res://addons/dialogic/Modules/Core/subsystem_animation.gd").new():
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get: return get_subsystem("Animations")
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var Inputs := preload("res://addons/dialogic/Modules/Core/subsystem_input.gd").new():
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get: return get_subsystem("Inputs")
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var Glossary := preload("res://addons/dialogic/Modules/Glossary/subsystem_glossary.gd").new():
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get: return get_subsystem("Glossary")
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var History := preload("res://addons/dialogic/Modules/History/subsystem_history.gd").new():
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get: return get_subsystem("History")
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var Jump := preload("res://addons/dialogic/Modules/Jump/subsystem_jump.gd").new():
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get: return get_subsystem("Jump")
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var Save := preload("res://addons/dialogic/Modules/Save/subsystem_save.gd").new():
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get: return get_subsystem("Save")
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var Settings := preload("res://addons/dialogic/Modules/Settings/subsystem_settings.gd").new():
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get: return get_subsystem("Settings")
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var Styles := preload("res://addons/dialogic/Modules/Style/subsystem_styles.gd").new():
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get: return get_subsystem("Styles")
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var Text := preload("res://addons/dialogic/Modules/Text/subsystem_text.gd").new():
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get: return get_subsystem("Text")
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var TextInput := preload("res://addons/dialogic/Modules/TextInput/subsystem_text_input.gd").new():
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get: return get_subsystem("TextInput")
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var VAR := preload("res://addons/dialogic/Modules/Variable/subsystem_variables.gd").new():
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get: return get_subsystem("VAR")
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var Voice := preload("res://addons/dialogic/Modules/Voice/subsystem_voice.gd").new():
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get: return get_subsystem("Voice")
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#endregion
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## Autoloads are added first, so this happens REALLY early on game startup.
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func _ready() -> void:
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DialogicResourceUtil.update()
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_collect_subsystems()
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clear()
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#region TIMELINE & EVENT HANDLING
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################################################################################
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## Method to start a timeline AND ensure that a layout scene is present.
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## For argument info, checkout [method start_timeline].
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## -> returns the layout node
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func start(timeline:Variant, label:Variant="") -> Node:
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# If we don't have a style subsystem, default to just start_timeline()
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if !has_subsystem('Styles'):
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printerr("[Dialogic] You called Dialogic.start() but the Styles subsystem is missing!")
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clear(ClearFlags.KEEP_VARIABLES)
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start_timeline(timeline, label)
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return null
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# Otherwise make sure there is a style active.
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var scene: Node = null
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if !self.Styles.has_active_layout_node():
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scene = self.Styles.load_style()
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else:
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scene = self.Styles.get_layout_node()
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scene.show()
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if not scene.is_node_ready():
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scene.ready.connect(clear.bind(ClearFlags.KEEP_VARIABLES))
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scene.ready.connect(start_timeline.bind(timeline, label))
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else:
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clear(ClearFlags.KEEP_VARIABLES)
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start_timeline(timeline, label)
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return scene
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## Method to start a timeline without adding a layout scene.
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## @timeline can be either a loaded timeline resource or a path to a timeline file.
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## @label_or_idx can be a label (string) or index (int) to skip to immediatly.
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func start_timeline(timeline:Variant, label_or_idx:Variant = "") -> void:
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# load the resource if only the path is given
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if typeof(timeline) == TYPE_STRING:
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#check the lookup table if it's not a full file name
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if (timeline as String).contains("res://"):
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timeline = load((timeline as String))
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else:
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timeline = DialogicResourceUtil.get_timeline_resource((timeline as String))
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if timeline == null:
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printerr("[Dialogic] There was an error loading this timeline. Check the filename, and the timeline for errors")
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return
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await (timeline as DialogicTimeline).process()
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current_timeline = timeline
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current_timeline_events = current_timeline.events
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current_event_idx = -1
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if typeof(label_or_idx) == TYPE_STRING:
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if label_or_idx:
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if has_subsystem('Jump'):
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Jump.jump_to_label((label_or_idx as String))
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elif typeof(label_or_idx) == TYPE_INT:
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if label_or_idx >-1:
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current_event_idx = label_or_idx -1
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timeline_started.emit()
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handle_next_event()
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## Preloader function, prepares a timeline and returns an object to hold for later
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## [param timeline_resource] can be either a path (string) or a loaded timeline (resource)
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func preload_timeline(timeline_resource:Variant) -> Variant:
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# I think ideally this should be on a new thread, will test
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if typeof(timeline_resource) == TYPE_STRING:
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timeline_resource = load((timeline_resource as String))
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if timeline_resource == null:
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printerr("[Dialogic] There was an error preloading this timeline. Check the filename, and the timeline for errors")
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return null
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await (timeline_resource as DialogicTimeline).process()
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return timeline_resource
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## Clears and stops the current timeline.
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func end_timeline() -> void:
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await clear(ClearFlags.TIMELINE_INFO_ONLY)
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_on_timeline_ended()
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timeline_ended.emit()
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## Handles the next event.
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func handle_next_event(_ignore_argument: Variant = "") -> void:
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handle_event(current_event_idx+1)
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## Handles the event at the given index [param event_index].
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## You can call this manually, but if another event is still executing, it might have unexpected results.
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func handle_event(event_index:int) -> void:
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if not current_timeline:
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return
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if has_meta('previous_event') and get_meta('previous_event') is DialogicEvent and (get_meta('previous_event') as DialogicEvent).event_finished.is_connected(handle_next_event):
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(get_meta('previous_event') as DialogicEvent).event_finished.disconnect(handle_next_event)
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if paused:
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await dialogic_resumed
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if event_index >= len(current_timeline_events):
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end_timeline()
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return
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#actually process the event now, since we didnt earlier at runtime
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#this needs to happen before we create the copy DialogicEvent variable, so it doesn't throw an error if not ready
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if current_timeline_events[event_index].event_node_ready == false:
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current_timeline_events[event_index]._load_from_string(current_timeline_events[event_index].event_node_as_text)
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current_event_idx = event_index
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if not current_timeline_events[event_index].event_finished.is_connected(handle_next_event):
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current_timeline_events[event_index].event_finished.connect(handle_next_event)
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set_meta('previous_event', current_timeline_events[event_index])
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current_timeline_events[event_index].execute(self)
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event_handled.emit(current_timeline_events[event_index])
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## Resets Dialogic's state fully or partially.
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## By using the clear flags from the [member ClearFlags] enum you can specify
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## what info should be kept.
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## For example, at timeline end usually it doesn't clear node or subsystem info.
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func clear(clear_flags := ClearFlags.FULL_CLEAR) -> void:
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if !clear_flags & ClearFlags.TIMELINE_INFO_ONLY:
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for subsystem in get_children():
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if subsystem is DialogicSubsystem:
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(subsystem as DialogicSubsystem).clear_game_state(clear_flags)
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var timeline := current_timeline
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current_timeline = null
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current_event_idx = -1
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current_timeline_events = []
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current_state = States.IDLE
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# Resetting variables
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if timeline:
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await timeline.clean()
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#endregion
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#region SAVING & LOADING
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################################################################################
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## Returns a dictionary containing all necessary information to later recreate the same state with load_full_state.
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## The [subsystem Save] subsystem might be more useful for you.
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## However, this can be used to integrate the info into your own save system.
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func get_full_state() -> Dictionary:
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if current_timeline:
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current_state_info['current_event_idx'] = current_event_idx
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current_state_info['current_timeline'] = current_timeline.resource_path
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else:
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current_state_info['current_event_idx'] = -1
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current_state_info['current_timeline'] = null
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return current_state_info.duplicate(true)
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## This method tries to load the state from the given [param state_info].
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## Will automatically start a timeline and add a layout if a timeline was running when
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## the dictionary was retrieved with [method get_full_state].
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func load_full_state(state_info:Dictionary) -> void:
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clear()
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current_state_info = state_info
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## The Style subsystem needs to run first for others to load correctly.
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var scene: Node = null
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if has_subsystem('Styles'):
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get_subsystem('Styles').load_game_state()
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scene = self.Styles.get_layout_node()
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var load_subsystems := func() -> void:
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for subsystem in get_children():
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if subsystem.name == 'Styles':
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continue
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(subsystem as DialogicSubsystem).load_game_state()
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if null != scene and not scene.is_node_ready():
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scene.ready.connect(load_subsystems)
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else:
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await get_tree().process_frame
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load_subsystems.call()
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if current_state_info.get('current_timeline', null):
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start_timeline(current_state_info.current_timeline, current_state_info.get('current_event_idx', 0))
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else:
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end_timeline.call_deferred()
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#endregion
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#region SUB-SYTSEMS
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################################################################################
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func _collect_subsystems() -> void:
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var subsystem_nodes := [] as Array[DialogicSubsystem]
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for indexer in DialogicUtil.get_indexers():
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for subsystem in indexer._get_subsystems():
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var subsystem_node := add_subsystem(str(subsystem.name), str(subsystem.script))
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subsystem_nodes.push_back(subsystem_node)
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for subsystem in subsystem_nodes:
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subsystem.post_install()
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## Returns `true` if a subystem with the given [param subsystem_name] exists.
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func has_subsystem(subsystem_name:String) -> bool:
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return has_node(subsystem_name)
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## Returns the subsystem node of the given [param subsystem_name] or null if it doesn't exist.
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func get_subsystem(subsystem_name:String) -> DialogicSubsystem:
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return get_node(subsystem_name)
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## Adds a subsystem node with the given [param subsystem_name] and [param script_path].
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func add_subsystem(subsystem_name:String, script_path:String) -> DialogicSubsystem:
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var node: Node = Node.new()
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node.name = subsystem_name
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node.set_script(load(script_path))
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node = node as DialogicSubsystem
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node.dialogic = self
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add_child(node)
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return node
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#endregion
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#region HELPERS
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################################################################################
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## This handles the `Layout End Behaviour` setting that can be changed in the Dialogic settings.
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func _on_timeline_ended() -> void:
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if self.Styles.has_active_layout_node() and self.Styles.get_layout_node().is_inside_tree():
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match ProjectSettings.get_setting('dialogic/layout/end_behaviour', 0):
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0:
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self.Styles.get_layout_node().get_parent().remove_child(self.Styles.get_layout_node())
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self.Styles.get_layout_node().queue_free()
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1:
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@warning_ignore("unsafe_method_access")
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self.Styles.get_layout_node().hide()
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func print_debug_moment() -> void:
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if not current_timeline:
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return
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printerr("\tAt event ", current_event_idx+1, " (",current_timeline_events[current_event_idx].event_name, ' Event) in timeline "', DialogicResourceUtil.get_unique_identifier(current_timeline.resource_path), '" (',current_timeline.resource_path,').')
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print("\n")
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#endregion
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