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120 lines
4.0 KiB
120 lines
4.0 KiB
class_name DialogicPortrait
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extends Node
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## Default portrait class. Should be extended by custom portraits.
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## Stores the character that this scene displays.
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var character: DialogicCharacter
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## Stores the name of the current portrait.
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var portrait: String
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#region MAIN OVERRIDES
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################################################################################
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## This function can be overridden.
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## If this returns true, it won't insatnce a new scene, but call _update_portrait on this one.
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## This is only relevant if the next portrait uses the same scene.
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## This allows implmenting transitions between portraits that use the same scene.
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func _should_do_portrait_update(character:DialogicCharacter, portrait:String) -> bool:
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return true
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## If the custom portrait accepts a change, then accept it here
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## You should position your portrait so that the root node is at the pivot point*.
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## For example for a simple sprite this code would work:
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## >>> $Sprite.position = $Sprite.get_rect().size * Vector2(-0.5, -1)
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##
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## * this depends on the portrait containers, but it will most likely be the bottom center (99% of cases)
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func _update_portrait(passed_character:DialogicCharacter, passed_portrait:String) -> void:
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pass
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## This should be implemented. It is used for sizing in the
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## character editor preview and in portrait containers.
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## Scale and offset will be applied by dialogic.
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## For example for a simple sprite this should work:
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## >>> return Rect2($Sprite.position, $Sprite.get_rect().size)
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##
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## This will only work as expected if the portrait is positioned so that the root is at the pivot point.
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##
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## If you've used apply_texture this should work automatically.
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func _get_covered_rect() -> Rect2:
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if has_meta('texture_holder_node') and get_meta('texture_holder_node', null) != null and is_instance_valid(get_meta('texture_holder_node')):
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var node: Node = get_meta('texture_holder_node')
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if node is Sprite2D or node is TextureRect:
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return Rect2(node.position, node.get_rect().size)
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return Rect2()
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## If implemented, this is called when the mirror changes
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func _set_mirror(mirror:bool) -> void:
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if has_meta('texture_holder_node') and get_meta('texture_holder_node', null) != null and is_instance_valid(get_meta('texture_holder_node')):
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var node: Node = get_meta('texture_holder_node')
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if node is Sprite2D or node is TextureRect:
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node.flip_h = mirror
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## Function to accept and use the extra data, if the custom portrait wants to accept it
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func _set_extra_data(data: String) -> void:
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pass
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#endregion
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#region HIGHLIGHT OVERRIDES
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################################################################################
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## Called when this becomes the active speaker
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func _highlight() -> void:
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pass
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## Called when this stops being the active speaker
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func _unhighlight() -> void:
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pass
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#endregion
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#region HELPERS
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################################################################################
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## Helper that quickly setups and checks the character and portrait.
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func apply_character_and_portrait(passed_character:DialogicCharacter, passed_portrait:String) -> void:
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if passed_portrait == "" or not passed_portrait in passed_character.portraits.keys():
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passed_portrait = passed_character.default_portrait
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portrait = passed_portrait
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character = passed_character
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func apply_texture(node:Node, texture_path:String) -> void:
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if not character or not character.portraits.has(portrait):
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return
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if not "texture" in node:
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return
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node.texture = null
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if not ResourceLoader.exists(texture_path):
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# This is a leftover from alpha.
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# Removing this will break any portraits made before alpha-10
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if ResourceLoader.exists(character.portraits[portrait].get('image', '')):
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texture_path = character.portraits[portrait].get('image', '')
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else:
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return
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node.texture = load(texture_path)
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if node is Sprite2D or node is TextureRect:
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if node is Sprite2D:
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node.centered = false
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node.scale = Vector2.ONE
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if node is TextureRect:
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if !is_inside_tree():
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await ready
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node.position = node.get_rect().size * Vector2(-0.5, -1)
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set_meta('texture_holder_node', node)
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#endregion
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