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233 lines
7.6 KiB
233 lines
7.6 KiB
extends RefCounted
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class_name DialogicAutoAdvance
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## This class holds the settings for the Auto-Advance feature.
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## Changing the variables will alter the behaviour of Auto-Advance.
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##
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## Auto-Advance is a feature that automatically advances the timeline after
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## a player-specific amount of time.
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## This is useful for visual novels that want the player to read the text
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## without having to press.
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##
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## Unlike [class DialogicAutoSkip], Auto-Advance uses multiple enable flags,
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## allowing to track the different instances that enabled Auto-Advance.
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## For instance, if a timeline event forces Auto-Advance to be enabled and later
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## disables it, the Auto-Advance will still be enabled if the player didn't
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## cancel it.
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signal autoadvance
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signal toggled(enabled: bool)
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var autoadvance_timer := Timer.new()
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var fixed_delay: float = 1.0
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var delay_modifier: float = 1.0
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var per_word_delay: float = 0.0
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var per_character_delay: float = 0.1
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var ignored_characters_enabled := false
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var ignored_characters := {}
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var await_playing_voice := true
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var override_delay_for_current_event: float = -1.0
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## Private variable to track the last Auto-Advance state.
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## This will be used to emit the [signal toggled] signal.
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var _last_enable_state := false
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## If true, Auto-Advance will be active until the next event.
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##
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## Use this flag to create a temporary Auto-Advance mode.
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## You can utilise [variable override_delay_for_current_event] to set a
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## temporary Auto-Advance delay for this event.
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##
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## Stacks with [variable enabled_forced] and [variable enabled_until_user_input].
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var enabled_until_next_event := false :
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set(enabled):
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enabled_until_next_event = enabled
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_try_emit_toggled()
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## If true, Auto-Advance will stay enabled until this is set to false.
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##
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## This boolean can be used to create an automatic text display.
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##
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## Stacks with [variable enabled_until_next_event] and [variable enabled_until_user_input].
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var enabled_forced := false :
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set(enabled):
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enabled_forced = enabled
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_try_emit_toggled()
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## If true, Auto-Advance will be active until the player presses a button.
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##
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## Use this flag when the player wants to enable Auto-Advance.
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##
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## Stacks with [variable enabled_forced] and [variable enabled_until_next_event].
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var enabled_until_user_input := false :
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set(enabled):
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enabled_until_user_input = enabled
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_try_emit_toggled()
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func _init() -> void:
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DialogicUtil.autoload().Inputs.add_child(autoadvance_timer)
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autoadvance_timer.one_shot = true
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autoadvance_timer.timeout.connect(_on_autoadvance_timer_timeout)
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toggled.connect(_on_toggled)
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enabled_forced = ProjectSettings.get_setting('dialogic/text/autoadvance_enabled', false)
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fixed_delay = ProjectSettings.get_setting('dialogic/text/autoadvance_fixed_delay', 1)
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per_word_delay = ProjectSettings.get_setting('dialogic/text/autoadvance_per_word_delay', 0)
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per_character_delay = ProjectSettings.get_setting('dialogic/text/autoadvance_per_character_delay', 0.1)
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ignored_characters_enabled = ProjectSettings.get_setting('dialogic/text/autoadvance_ignored_characters_enabled', true)
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ignored_characters = ProjectSettings.get_setting('dialogic/text/autoadvance_ignored_characters', {})
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#region AUTOADVANCE INTERNALS
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func start() -> void:
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if not is_enabled():
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return
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var parsed_text: String = DialogicUtil.autoload().current_state_info['text_parsed']
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var delay := _calculate_autoadvance_delay(parsed_text)
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await DialogicUtil.autoload().get_tree().process_frame
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if delay == 0:
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_on_autoadvance_timer_timeout()
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else:
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autoadvance_timer.start(delay)
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## Calculates the autoadvance-time based on settings and text.
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##
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## Takes into account:
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## - temporary delay time override
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## - delay per word
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## - delay per character
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## - fixed delay
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## - text time taken
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## - autoadvance delay modifier
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## - voice audio
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func _calculate_autoadvance_delay(text: String = "") -> float:
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var delay := 0.0
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# Check for temporary time override
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if override_delay_for_current_event >= 0:
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delay = override_delay_for_current_event
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else:
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# Add per word and per character delay
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delay = _calculate_per_word_delay(text) + _calculate_per_character_delay(text)
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delay *= delay_modifier
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# Apply fixed delay last, so it's not affected by the delay modifier
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delay += fixed_delay
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delay = max(0, delay)
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# Wait for the voice clip (if longer than the current delay)
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if await_playing_voice and DialogicUtil.autoload().has_subsystem('Voice') and DialogicUtil.autoload().Voice.is_running():
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delay = max(delay, DialogicUtil.autoload().Voice.get_remaining_time())
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return delay
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## Checks how many words can be found by separating the text by whitespace.
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## (Uses ` ` aka SPACE right now, could be extended in the future)
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func _calculate_per_word_delay(text: String) -> float:
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return float(text.split(' ', false).size() * per_word_delay)
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## Checks how many characters can be found by iterating each letter.
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func _calculate_per_character_delay(text: String) -> float:
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var calculated_delay: float = 0
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if per_character_delay > 0:
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# If we have characters to ignore, we will iterate each letter.
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if ignored_characters_enabled:
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for character in text:
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if character in ignored_characters:
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continue
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calculated_delay += per_character_delay
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# Otherwise, we can just multiply the length of the text by the delay.
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else:
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calculated_delay = text.length() * per_character_delay
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return calculated_delay
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func _on_autoadvance_timer_timeout() -> void:
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autoadvance.emit()
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autoadvance_timer.stop()
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## Switches the auto-advance mode on or off based on [param is_enabled].
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func _on_toggled(is_enabled: bool) -> void:
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# If auto-advance is enabled and we are not auto-advancing yet,
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# we will initiate the auto-advance mode.
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if (is_enabled and !is_advancing()
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and DialogicUtil.autoload().current_state == DialogicGameHandler.States.IDLE
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and not DialogicUtil.autoload().current_state_info.get('text', '').is_empty()):
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start()
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# If auto-advance is disabled and we are auto-advancing,
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# we want to cancel the auto-advance mode.
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elif !is_enabled and is_advancing():
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DialogicUtil.autoload().Inputs.stop_timers()
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#endregion
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#region AUTOADVANCE HELPERS
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func is_advancing() -> bool:
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return !autoadvance_timer.is_stopped()
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func get_time_left() -> float:
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return autoadvance_timer.time_left
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func get_time() -> float:
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return autoadvance_timer.wait_time
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## Returns whether Auto-Advance is currently considered enabled.
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## Auto-Advance uses three different enable flags:
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## - enabled_until_user_input (becomes false on any dialogic input action)
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## - enabled_until_next_event (becomes false on each text event)
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## - enabled_forced (becomes false only when disabled via code)
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##
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## All three can be set with dedicated methods.
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func is_enabled() -> bool:
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return (enabled_until_next_event
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or enabled_until_user_input
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or enabled_forced)
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## Updates the [member _autoadvance_enabled] variable to properly check if the value has changed.
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## If it changed, emits the [member toggled] signal.
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func _try_emit_toggled() -> void:
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var old_autoadvance_state := _last_enable_state
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_last_enable_state = is_enabled()
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if old_autoadvance_state != _last_enable_state:
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toggled.emit(_last_enable_state)
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## An internal method connected to changes on the Delay Modifier setting.
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func _update_autoadvance_delay_modifier(delay_modifier_value: float) -> void:
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delay_modifier = delay_modifier_value
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## Returns the progress of the auto-advance timer on a scale between 0 and 1.
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## The higher the value, the closer the timer is to finishing.
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## If auto-advancing is disabled, returns -1.
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func get_progress() -> float:
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if !is_advancing():
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return -1
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var total_time: float = get_time()
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var time_left: float = get_time_left()
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var progress: float = (total_time - time_left) / total_time
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return progress
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#endregion
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