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