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654 lines
28 KiB
654 lines
28 KiB
extends DialogicSubsystem
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## Subsystem that manages portraits and portrait positions.
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signal character_joined(info:Dictionary)
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signal character_left(info:Dictionary)
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signal character_portrait_changed(info:Dictionary)
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signal character_moved(info:Dictionary)
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signal position_changed(info:Dictionary)
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## The default portrait scene.
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var default_portrait_scene: PackedScene = load(get_script().resource_path.get_base_dir().path_join('default_portrait.tscn'))
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#region STATE
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####################################################################################################
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func clear_game_state(clear_flag:=DialogicGameHandler.ClearFlags.FULL_CLEAR) -> void:
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for character in dialogic.current_state_info.get('portraits', {}).keys():
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remove_character(load(character))
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dialogic.current_state_info['portraits'] = {}
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func load_game_state(load_flag:=LoadFlags.FULL_LOAD) -> void:
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if not "portraits" in dialogic.current_state_info:
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dialogic.current_state_info["portraits"] = {}
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var portraits_info: Dictionary = dialogic.current_state_info.portraits.duplicate()
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dialogic.current_state_info.portraits = {}
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for character_path in portraits_info:
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var character_info: Dictionary = portraits_info[character_path]
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await join_character(load(character_path), character_info.portrait,
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character_info.position_index,
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character_info.get('custom_mirror', false),
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character_info.get('z_index', 0),
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character_info.get('extra_data', ""),
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"InstantInOrOut", 0, false)
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var speaker: Variant = dialogic.current_state_info.get('speaker', "")
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if speaker:
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dialogic.current_state_info['speaker'] = ""
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change_speaker(load(speaker))
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dialogic.current_state_info['speaker'] = speaker
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func pause() -> void:
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for portrait in dialogic.current_state_info['portraits'].values():
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if portrait.node.has_meta('animation_node'):
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portrait.node.get_meta('animation_node').pause()
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func resume() -> void:
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for portrait in dialogic.current_state_info['portraits'].values():
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if portrait.node.has_meta('animation_node'):
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portrait.node.get_meta('animation_node').resume()
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func _ready() -> void:
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if !ProjectSettings.get_setting('dialogic/portraits/default_portrait', '').is_empty():
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default_portrait_scene = load(ProjectSettings.get_setting('dialogic/portraits/default_portrait', ''))
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#endregion
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#region MAIN METHODS
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####################################################################################################
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## The following methods allow manipulating portraits.
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## A portrait is made up of a character node [Node2D] that instances the portrait scene as it's child.
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## The character node is then always the child of a portrait container.
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## - Position (PortraitContainer)
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## ---- character_node (Node2D)
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## --------- portrait_node (e.g. default_portrait.tscn, or a custom portrait)
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##
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## Using these main methods a character can be present multiple times.
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## For a VN style, the "character" methods (next section) provide access based on the character.
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## - (That is what the character event uses)
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## Creates a new [character node] for the given [character], and add it to the given [portrait container].
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func _create_character_node(character:DialogicCharacter, container:DialogicNode_PortraitContainer) -> Node:
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var character_node := Node2D.new()
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character_node.name = character.get_character_name()
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character_node.set_meta('character', character)
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container.add_child(character_node)
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return character_node
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# Changes the portrait of a specific [character node].
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func _change_portrait(character_node:Node2D, portrait:String, update_transform:=true) -> Dictionary:
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var character: DialogicCharacter = character_node.get_meta('character')
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if portrait.is_empty():
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portrait = character.default_portrait
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var info := {'character':character, 'portrait':portrait, 'same_scene':false}
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if not portrait in character.portraits.keys():
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print_debug('[Dialogic] Change to not-existing portrait will be ignored!')
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return info
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# path to the scene to use
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var scene_path: String = character.portraits[portrait].get('scene', '')
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var portrait_node: Node = null
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# check if the scene is the same as the currently loaded scene
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if (character_node.get_child_count() and
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character_node.get_child(0).get_meta('scene', '') == scene_path and
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# also check if the scene supports changing to the given portrait
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(!character_node.get_child(0).has_method('_should_do_portrait_update') or character_node.get_child(0)._should_do_portrait_update(character, portrait))):
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portrait_node = character_node.get_child(0)
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info['same_scene'] = true
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else:
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# remove previous portrait
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if character_node.get_child_count():
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character_node.get_child(0).queue_free()
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character_node.remove_child(character_node.get_child(0))
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if ResourceLoader.exists(scene_path):
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var packed_scene: PackedScene = load(scene_path)
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if packed_scene:
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portrait_node = packed_scene.instantiate()
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else:
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push_error('[Dialogic] Portrait node "' + str(scene_path) + '" for character [' + character.display_name + '] could not be loaded. Your portrait might not show up on the screen. Confirm the path is correct.')
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if !portrait_node:
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portrait_node = default_portrait_scene.instantiate()
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portrait_node.set_meta('scene', scene_path)
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if portrait_node:
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character_node.set_meta('portrait', portrait)
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DialogicUtil.apply_scene_export_overrides(portrait_node, character.portraits[portrait].get('export_overrides', {}))
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if portrait_node.has_method('_update_portrait'):
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portrait_node._update_portrait(character, portrait)
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if !portrait_node.is_inside_tree():
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character_node.add_child(portrait_node)
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if update_transform:
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_update_portrait_transform(character_node)
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return info
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## Changes the mirroring of the given portrait.
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## Unless @force is false, this will take into consideration the character mirror,
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## portrait mirror and portrait position mirror settings.
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func _change_portrait_mirror(character_node:Node2D, mirrored:=false, force:=false) -> void:
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if character_node.get_child(0).has_method('_set_mirror'):
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var character: DialogicCharacter= character_node.get_meta('character')
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var current_portrait_info := character.get_portrait_info(character_node.get_meta('portrait'))
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character_node.get_child(0)._set_mirror(force or (mirrored != character.mirror != character_node.get_parent().mirrored != current_portrait_info.get('mirror', false)))
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func _change_portrait_extradata(character_node:Node2D, extra_data:="") -> void:
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if character_node.get_child(0).has_method('_set_extra_data'):
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character_node.get_child(0)._set_extra_data(extra_data)
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func _update_portrait_transform(character_node:Node2D, time:float = 0.0) -> void:
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var character: DialogicCharacter= character_node.get_meta('character')
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var portrait_node: Node = character_node.get_child(0)
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var portrait_info: Dictionary = character.portraits.get(character_node.get_meta('portrait'), {})
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# ignore the character scale on custom portraits that have 'ignore_char_scale' set to true
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var apply_character_scale: bool= !portrait_info.get('ignore_char_scale', false)
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var transform: Rect2 = character_node.get_parent().get_local_portrait_transform(
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portrait_node._get_covered_rect(),
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(character.scale * portrait_info.get('scale', 1))*int(apply_character_scale)+portrait_info.get('scale', 1)*int(!apply_character_scale))
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var tween: Tween
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if character_node.has_meta('move_tween'):
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if character_node.get_meta('move_tween').is_running():
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time = character_node.get_meta('move_time')-character_node.get_meta('move_tween').get_total_elapsed_time()
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tween = character_node.get_meta('move_tween')
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if time == 0:
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character_node.position = transform.position
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portrait_node.position = character.offset + portrait_info.get('offset', Vector2())
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portrait_node.scale = transform.size
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else:
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if !tween:
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tween = character_node.create_tween().set_parallel().set_ease(Tween.EASE_IN_OUT).set_trans(Tween.TRANS_SINE)
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character_node.set_meta('move_tween', tween)
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character_node.set_meta('move_time', time)
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tween.tween_property(character_node, 'position', transform.position, time)
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tween.tween_property(portrait_node, 'position',character.offset + portrait_info.get('offset', Vector2()), time)
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tween.tween_property(portrait_node, 'scale', transform.size, time)
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## Animates the portrait in the given container with the given animation.
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func _animate_portrait(character_node:Node2D, animation_path:String, length:float, repeats := 1) -> DialogicAnimation:
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if character_node.has_meta('animation_node') and is_instance_valid(character_node.get_meta('animation_node')):
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character_node.get_meta('animation_node').queue_free()
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var anim_script: Script = load(animation_path)
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var anim_node := Node.new()
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anim_node.set_script(anim_script)
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anim_node = (anim_node as DialogicAnimation)
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anim_node.node = character_node
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anim_node.orig_pos = character_node.position
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anim_node.end_position = character_node.position
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anim_node.time = length
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anim_node.repeats = repeats
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add_child(anim_node)
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anim_node.animate()
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character_node.set_meta('animation_node', anim_node)
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return anim_node
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## Moves the given portrait to the given container.
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func _move_portrait(character_node:Node2D, portrait_container:DialogicNode_PortraitContainer, time:= 0.0) -> void:
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var global_pos := character_node.global_position
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if character_node.get_parent(): character_node.get_parent().remove_child(character_node)
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portrait_container.add_child(character_node)
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character_node.position = global_pos-character_node.get_parent().global_position
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_update_portrait_transform(character_node, time)
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## Changes the given portraits z_index.
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func _change_portrait_z_index(character_node:Node2D, z_index:int, update_zindex:= true) -> void:
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if update_zindex:
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character_node.get_parent().set_meta('z_index', z_index)
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var sorted_children := character_node.get_parent().get_parent().get_children()
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sorted_children.sort_custom(z_sort_portrait_containers)
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var idx := 0
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for con in sorted_children:
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con.get_parent().move_child(con, idx)
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idx += 1
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func z_sort_portrait_containers(con1:DialogicNode_PortraitContainer, con2:DialogicNode_PortraitContainer) -> bool:
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if con1.get_meta('z_index', 0) < con2.get_meta('z_index', 0):
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return true
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return false
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func _remove_portrait(character_node:Node2D) -> void:
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character_node.get_parent().remove_child(character_node)
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character_node.queue_free()
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## Gets the default animation length for joining characters
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## If Auto-Skip is enabled, limits the time.
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func _get_join_default_length() -> float:
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var default_time: float = ProjectSettings.get_setting('dialogic/animations/join_default_length', 0.5)
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if dialogic.Inputs.auto_skip.enabled:
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default_time = min(default_time, dialogic.Inputs.auto_skip.time_per_event)
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return default_time
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## Gets the default animation length for leaving characters
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## If Auto-Skip is enabled, limits the time.
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func _get_leave_default_length() -> float:
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var default_time: float = ProjectSettings.get_setting('dialogic/animations/leave_default_length', 0.5)
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if dialogic.Inputs.auto_skip.enabled:
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default_time = min(default_time, dialogic.Inputs.auto_skip.time_per_event)
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return default_time
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## Checks multiple cases to return a valid portrait to use.
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func get_valid_portrait(character:DialogicCharacter, portrait:String) -> String:
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if character == null:
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printerr('[Dialogic] Tried to use portrait "', portrait, '" on <null> character.')
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dialogic.print_debug_moment()
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return ""
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if "{" in portrait and dialogic.has_subsystem("Expressions"):
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var test := dialogic.Expressions.execute_string(portrait)
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if test:
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portrait = str(test)
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if not portrait in character.portraits:
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if not portrait.is_empty():
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printerr('[Dialogic] Tried to use invalid portrait "', portrait, '" on character "', DialogicResourceUtil.get_unique_identifier(character.resource_path), '". Using default portrait instead.')
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dialogic.print_debug_moment()
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portrait = character.default_portrait
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if portrait.is_empty():
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portrait = character.default_portrait
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return portrait
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#endregion
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#region Character Methods
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####################################################################################################
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## The following methods are used to manage character portraits with the following rules:
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## - a character can only be present once with these methods.
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## Most of them will fail silently if the character isn't joined yet.
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## Adds a character at a position and sets it's portrait.
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## If the character is already joined it will only update, portrait, position, etc.
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func join_character(character:DialogicCharacter, portrait:String, position_idx:int, mirrored:= false, z_index:= 0, extra_data:= "", animation_name:= "", animation_length:= 0.0, animation_wait := false) -> Node:
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if is_character_joined(character):
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change_character_portrait(character, portrait)
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if animation_name.is_empty():
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animation_length = _get_join_default_length()
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if animation_wait:
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dialogic.current_state = DialogicGameHandler.States.ANIMATING
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await get_tree().create_timer(animation_length).timeout
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dialogic.current_state = DialogicGameHandler.States.IDLE
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move_character(character, position_idx, animation_length)
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change_character_mirror(character, mirrored)
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return
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var character_node := add_character(character, portrait, position_idx)
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if character_node == null:
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return null
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dialogic.current_state_info['portraits'][character.resource_path] = {'portrait':portrait, 'node':character_node, 'position_index':position_idx, 'custom_mirror':mirrored}
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_change_portrait_mirror(character_node, mirrored)
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_change_portrait_extradata(character_node, extra_data)
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_change_portrait_z_index(character_node, z_index)
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var info := {'character':character}
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info.merge(dialogic.current_state_info['portraits'][character.resource_path])
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character_joined.emit(info)
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if animation_name.is_empty():
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animation_name = ProjectSettings.get_setting('dialogic/animations/join_default', "Fade In Up")
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animation_length = _get_join_default_length()
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animation_wait = ProjectSettings.get_setting('dialogic/animations/join_default_wait', true)
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animation_name = DialogicResourceUtil.guess_special_resource("PortraitAnimation", animation_name, "")
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if animation_name and animation_length > 0:
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var anim: DialogicAnimation = _animate_portrait(character_node, animation_name, animation_length)
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if animation_wait:
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dialogic.current_state = DialogicGameHandler.States.ANIMATING
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await anim.finished
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dialogic.current_state = DialogicGameHandler.States.IDLE
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return character_node
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func add_character(character:DialogicCharacter, portrait:String, position_idx:int) -> Node:
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if is_character_joined(character):
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printerr('[DialogicError] Cannot add a already joined character. If this is intended call _create_character_node manually.')
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return null
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portrait = get_valid_portrait(character, portrait)
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if portrait.is_empty():
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return null
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if not character:
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printerr('[DialogicError] Cannot call add_portrait() with null character.')
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return null
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var character_node: Node = null
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for portrait_position in get_tree().get_nodes_in_group('dialogic_portrait_con_position'):
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if portrait_position.is_visible_in_tree() and portrait_position.position_index == position_idx:
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character_node = _create_character_node(character, portrait_position)
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break
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if character_node == null:
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printerr('[Dialogic] Failed to join character to position ', position_idx, ". Could not find position container.")
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return null
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dialogic.current_state_info['portraits'][character.resource_path] = {'portrait':portrait, 'node':character_node, 'position_index':position_idx}
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_change_portrait(character_node, portrait)
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return character_node
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## Changes the portrait of a character. Only works with joined characters.
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func change_character_portrait(character:DialogicCharacter, portrait:String, update_transform:=true) -> void:
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if !is_character_joined(character):
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return
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portrait = get_valid_portrait(character, portrait)
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if dialogic.current_state_info.portraits[character.resource_path].portrait == portrait:
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return
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var info := _change_portrait(dialogic.current_state_info.portraits[character.resource_path].node, portrait, update_transform)
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dialogic.current_state_info.portraits[character.resource_path].portrait = info.portrait
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_change_portrait_mirror(
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dialogic.current_state_info.portraits[character.resource_path].node,
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dialogic.current_state_info.portraits[character.resource_path].get('custom_mirror', false)
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)
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character_portrait_changed.emit(info)
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## Changes the mirror of the given character. Only works with joined characters
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func change_character_mirror(character:DialogicCharacter, mirrored:= false, force:= false) -> void:
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if !is_character_joined(character):
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return
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_change_portrait_mirror(dialogic.current_state_info.portraits[character.resource_path].node, mirrored, force)
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dialogic.current_state_info.portraits[character.resource_path]['custom_mirror'] = mirrored
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## Changes the z_index of a character. Only works with joined characters
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func change_character_z_index(character:DialogicCharacter, z_index:int, update_zindex:= true) -> void:
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if !is_character_joined(character):
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return
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_change_portrait_z_index(dialogic.current_state_info.portraits[character.resource_path].node, z_index, update_zindex)
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if update_zindex:
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dialogic.current_state_info.portraits[character.resource_path]['z_index'] = z_index
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## Changes the extra data on the given character. Only works with joined characters
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func change_character_extradata(character:DialogicCharacter, extra_data:="") -> void:
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if !is_character_joined(character):
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return
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_change_portrait_extradata(dialogic.current_state_info.portraits[character.resource_path].node, extra_data)
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dialogic.current_state_info.portraits[character.resource_path]['extra_data'] = extra_data
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## Starts the given animation on the given character. Only works with joined characters
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func animate_character(character:DialogicCharacter, animation_path:String, length:float, repeats := 1) -> DialogicAnimation:
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if !is_character_joined(character):
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return null
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animation_path = DialogicResourceUtil.guess_special_resource("PortraitAnimation", animation_path, "")
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return _animate_portrait(dialogic.current_state_info.portraits[character.resource_path].node, animation_path, length, repeats)
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## Moves the given character to the given position. Only works with joined characters
|
|
func move_character(character:DialogicCharacter, position_idx:int, time:= 0.0) -> void:
|
|
if !is_character_joined(character):
|
|
return
|
|
|
|
if dialogic.current_state_info.portraits[character.resource_path].position_index == position_idx:
|
|
return
|
|
|
|
for portrait_position in get_tree().get_nodes_in_group('dialogic_portrait_con_position'):
|
|
if portrait_position.is_visible_in_tree() and portrait_position.position_index == position_idx:
|
|
_move_portrait(dialogic.current_state_info.portraits[character.resource_path].node, portrait_position, time)
|
|
dialogic.current_state_info.portraits[character.resource_path].position_index = position_idx
|
|
character_moved.emit({'character':character, 'position_index':position_idx, 'time':time})
|
|
return
|
|
|
|
printerr('[Dialogic] Unable to move character to position ', position_idx, ". Couldn't find position container.")
|
|
|
|
|
|
## Removes a character with a given animation or the default animation.
|
|
func leave_character(character:DialogicCharacter, animation_name:= "", animation_length:= 0.0, animation_wait := false) -> void:
|
|
if !is_character_joined(character):
|
|
return
|
|
|
|
if animation_name.is_empty():
|
|
animation_name = ProjectSettings.get_setting('dialogic/animations/leave_default',
|
|
get_script().resource_path.get_base_dir().path_join('DefaultAnimations/fade_out_down.gd'))
|
|
animation_length = _get_leave_default_length()
|
|
animation_wait = ProjectSettings.get_setting('dialogic/animations/leave_default_wait', true)
|
|
|
|
animation_name = DialogicResourceUtil.guess_special_resource("PortraitAnimation", animation_name, "")
|
|
|
|
if !animation_name.is_empty():
|
|
var anim := animate_character(character, animation_name, animation_length)
|
|
|
|
anim.finished.connect(remove_character.bind(character))
|
|
|
|
if animation_wait:
|
|
dialogic.current_state = DialogicGameHandler.States.ANIMATING
|
|
await anim.finished
|
|
dialogic.current_state = DialogicGameHandler.States.IDLE
|
|
else:
|
|
remove_character(character)
|
|
|
|
|
|
## Removes all joined characters with a given animation or the default animation.
|
|
func leave_all_characters(animation_name:="", animation_length:=0.0, animation_wait:= false) -> void:
|
|
for character in get_joined_characters():
|
|
leave_character(character, animation_name, animation_length, false)
|
|
|
|
if animation_name.is_empty():
|
|
animation_length = _get_leave_default_length()
|
|
animation_wait = ProjectSettings.get_setting('dialogic/animations/leave_default_wait', true)
|
|
|
|
if animation_wait:
|
|
dialogic.current_state = DialogicGameHandler.States.ANIMATING
|
|
await get_tree().create_timer(animation_length).timeout
|
|
dialogic.current_state = DialogicGameHandler.States.IDLE
|
|
|
|
|
|
## Removes the given characters portrait. Only works with joined characters
|
|
func remove_character(character:DialogicCharacter) -> void:
|
|
if !is_character_joined(character):
|
|
return
|
|
if is_instance_valid(dialogic.current_state_info['portraits'][character.resource_path].node) and \
|
|
dialogic.current_state_info['portraits'][character.resource_path].node is Node:
|
|
_remove_portrait(dialogic.current_state_info['portraits'][character.resource_path].node)
|
|
character_left.emit({'character':character})
|
|
dialogic.current_state_info['portraits'].erase(character.resource_path)
|
|
|
|
|
|
## Returns true if the given character is currently joined.
|
|
func is_character_joined(character:DialogicCharacter) -> bool:
|
|
if not character or !character.resource_path in dialogic.current_state_info['portraits']:
|
|
return false
|
|
if dialogic.current_state_info['portraits'][character.resource_path].get('node', null) != null and \
|
|
is_instance_valid(dialogic.current_state_info['portraits'][character.resource_path].node):
|
|
return true
|
|
return false
|
|
|
|
|
|
## Returns a list of the joined charcters (as resources)
|
|
func get_joined_characters() -> Array[DialogicCharacter]:
|
|
var chars: Array[DialogicCharacter]= []
|
|
for char_path in dialogic.current_state_info.get('portraits', {}).keys():
|
|
chars.append(load(char_path))
|
|
return chars
|
|
|
|
|
|
## Returns a dictionary with info on a given character.
|
|
## Keys can be [joined, character, node (for the portrait node), position_index]
|
|
## Only joined is included (and false) for not joined characters
|
|
func get_character_info(character:DialogicCharacter) -> Dictionary:
|
|
if is_character_joined(character):
|
|
var info: Dictionary = dialogic.current_state_info['portraits'][character.resource_path]
|
|
info['joined'] = true
|
|
return info
|
|
else:
|
|
return {'joined':false}
|
|
|
|
#endregion
|
|
|
|
|
|
#region Positions
|
|
####################################################################################################
|
|
|
|
func get_portrait_container(postion_index:int) -> DialogicNode_PortraitContainer:
|
|
for portrait_position in get_tree().get_nodes_in_group('dialogic_portrait_con_position'):
|
|
if portrait_position.is_visible_in_tree() and portrait_position.position_index == postion_index:
|
|
return portrait_position
|
|
return null
|
|
|
|
|
|
## Creates a new portrait container node.
|
|
## It will copy it's size and most settings from the first p_container in the tree.
|
|
## It will be added as a sibling of the first p_container in the tree.
|
|
func add_portrait_position(position_index: int, position:Vector2) -> void:
|
|
var example_position := get_tree().get_first_node_in_group('dialogic_portrait_con_position')
|
|
if example_position:
|
|
var new_position := DialogicNode_PortraitContainer.new()
|
|
example_position.get_parent().add_child(new_position)
|
|
new_position.size = example_position.size
|
|
new_position.size_mode = example_position.size_mode
|
|
new_position.origin_anchor = example_position.origin_anchor
|
|
new_position.position_index = position_index
|
|
new_position.position = position-new_position._get_origin_position()
|
|
position_changed.emit({'change':'added', 'container_node':new_position, 'position_index':position_index})
|
|
|
|
|
|
func move_portrait_position(position_index: int, vector:Vector2, relative:= false, time:= 0.0) -> void:
|
|
for portrait_container in get_tree().get_nodes_in_group('dialogic_portrait_con_position'):
|
|
if portrait_container.is_visible_in_tree() and portrait_container.position_index == position_index:
|
|
if !portrait_container.has_meta('default_position'):
|
|
portrait_container.set_meta('default_position', portrait_container.position)
|
|
var tween := portrait_container.create_tween()
|
|
if !relative:
|
|
tween.tween_property(portrait_container, 'position', vector, time)
|
|
else:
|
|
tween.tween_property(portrait_container, 'position', vector, time).as_relative()
|
|
position_changed.emit({'change':'moved', 'container_node':portrait_container, 'position_index':position_index})
|
|
return
|
|
|
|
# If this is reached, no position could be found. If the position is absolute, we will add it.
|
|
if !relative:
|
|
add_portrait_position(position_index, vector)
|
|
|
|
|
|
func reset_all_portrait_positions(time:= 0.0) -> void:
|
|
for portrait_position in get_tree().get_nodes_in_group('dialogic_portrait_con_position'):
|
|
if portrait_position.is_visible_in_tree():
|
|
if portrait_position.has_meta('default_position'):
|
|
move_portrait_position(portrait_position.position_index, portrait_position.get_meta('default_position'), false, time)
|
|
|
|
|
|
func reset_portrait_position(position_index:int, time:= 0.0) -> void:
|
|
for portrait_position in get_tree().get_nodes_in_group('dialogic_portrait_con_position'):
|
|
if portrait_position.is_visible_in_tree() and portrait_position.position_index == position_index:
|
|
if portrait_position.has_meta('default_position'):
|
|
move_portrait_position(position_index, portrait_position.get_meta('default_position'), false, time)
|
|
|
|
#endregion
|
|
|
|
|
|
#region SPEAKER PORTRAIT CONTAINERS
|
|
####################################################################################################
|
|
|
|
## Updates all portrait containers set to SPEAKER.
|
|
func change_speaker(speaker:DialogicCharacter = null, portrait:= ""):
|
|
for con in get_tree().get_nodes_in_group('dialogic_portrait_con_speaker'):
|
|
for character_node in con.get_children():
|
|
if character_node.get_meta('character') != speaker:
|
|
_remove_portrait(character_node)
|
|
|
|
if speaker == null or speaker.portraits.is_empty():
|
|
continue
|
|
|
|
if con.get_children().is_empty():
|
|
_create_character_node(speaker, con)
|
|
elif portrait.is_empty():
|
|
continue
|
|
|
|
if portrait.is_empty(): portrait = speaker.default_portrait
|
|
|
|
if con.portrait_prefix+portrait in speaker.portraits:
|
|
_change_portrait(con.get_child(0), con.portrait_prefix+portrait)
|
|
else:
|
|
_change_portrait(con.get_child(0), portrait)
|
|
|
|
# if the character has no portraits _change_portrait won't actually add a child node
|
|
if con.get_child(0).get_child_count() == 0:
|
|
continue
|
|
|
|
_change_portrait_mirror(con.get_child(0))
|
|
|
|
if speaker:
|
|
if speaker.resource_path != dialogic.current_state_info['speaker']:
|
|
if dialogic.current_state_info['speaker'] and is_character_joined(load(dialogic.current_state_info['speaker'])):
|
|
dialogic.current_state_info['portraits'][dialogic.current_state_info['speaker']].node.get_child(0)._unhighlight()
|
|
if speaker and is_character_joined(speaker):
|
|
dialogic.current_state_info['portraits'][speaker.resource_path].node.get_child(0)._highlight()
|
|
elif dialogic.current_state_info['speaker'] and is_character_joined(load(dialogic.current_state_info['speaker'])):
|
|
dialogic.current_state_info['portraits'][dialogic.current_state_info['speaker']].node.get_child(0)._unhighlight()
|
|
|
|
#endregion
|
|
|
|
|
|
#region TEXT EFFECTS
|
|
####################################################################################################
|
|
|
|
## Called from the [portrait=something] text effect.
|
|
func text_effect_portrait(text_node:Control, skipped:bool, argument:String) -> void:
|
|
if argument:
|
|
if dialogic.current_state_info.get('speaker', null):
|
|
change_character_portrait(load(dialogic.current_state_info.speaker), argument)
|
|
change_speaker(load(dialogic.current_state_info.speaker), argument)
|
|
#endregion
|