You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

161 lines
4.3 KiB

class_name DialogicNode_DialogText
extends RichTextLabel
## Dialogic node that can reveal text at a given (changeable speed).
signal started_revealing_text()
signal continued_revealing_text(new_character : String)
signal finished_revealing_text()
enum Alignment {LEFT, CENTER, RIGHT}
@export var enabled := true
@export var alignment := Alignment.LEFT
@export var textbox_root : Node = self
@export var hide_when_empty := false
@export var start_hidden := true
var revealing := false
var base_visible_characters := 0
# The used speed per revealed character.
# May be overwritten when syncing reveal speed to voice.
var active_speed: float = 0.01
var speed_counter: float = 0
func _set(property: StringName, what: Variant) -> bool:
if property == 'text' and typeof(what) == TYPE_STRING:
text = what
if hide_when_empty:
textbox_root.visible = !what.is_empty()
return true
return false
return false
func _ready() -> void:
# add to necessary
add_to_group('dialogic_dialog_text')
meta_hover_ended.connect(_on_meta_hover_ended)
meta_hover_started.connect(_on_meta_hover_started)
meta_clicked.connect(_on_meta_clicked)
gui_input.connect(on_gui_input)
bbcode_enabled = true
if textbox_root == null:
textbox_root = self
if start_hidden:
textbox_root.hide()
text = ""
# this is called by the DialogicGameHandler to set text
func reveal_text(_text: String, keep_previous:=false) -> void:
if !enabled:
return
show()
if !keep_previous:
text = _text
base_visible_characters = 0
if alignment == Alignment.CENTER:
text = '[center]'+text
elif alignment == Alignment.RIGHT:
text = '[right]'+text
visible_characters = 0
else:
base_visible_characters = len(text)
visible_characters = len(get_parsed_text())
text = text + _text
# If Auto-Skip is enabled and we append the text (keep_previous),
# we can skip revealing the text and just show it all at once.
if DialogicUtil.autoload().Inputs.auto_skip.enabled:
visible_characters = 1
return
revealing = true
speed_counter = 0
started_revealing_text.emit()
func set_speed(delay_per_character:float) -> void:
if DialogicUtil.autoload().Text.is_text_voice_synced() and DialogicUtil.autoload().Voice.is_running():
var total_characters := get_total_character_count() as float
var remaining_time: float = DialogicUtil.autoload().Voice.get_remaining_time()
var synced_speed := remaining_time / total_characters
active_speed = synced_speed
else:
active_speed = delay_per_character
## Reveals one additional character.
func continue_reveal() -> void:
if visible_characters <= get_total_character_count():
revealing = false
var current_index := visible_characters - base_visible_characters
await DialogicUtil.autoload().Text.execute_effects(current_index, self, false)
if visible_characters == -1:
return
revealing = true
visible_characters += 1
if visible_characters > -1 and visible_characters <= len(get_parsed_text()):
continued_revealing_text.emit(get_parsed_text()[visible_characters-1])
else:
finish_text()
# if the text finished organically, add a small input block
# this prevents accidental skipping when you expected the text to be longer
DialogicUtil.autoload().Inputs.block_input(ProjectSettings.get_setting('dialogic/text/advance_delay', 0.1))
## Reveals the entire text instantly.
func finish_text() -> void:
visible_ratio = 1
DialogicUtil.autoload().Text.execute_effects(-1, self, true)
revealing = false
DialogicUtil.autoload().current_state = DialogicGameHandler.States.IDLE
finished_revealing_text.emit()
## Checks if the next character in the text can be revealed.
func _process(delta: float) -> void:
if !revealing or DialogicUtil.autoload().paused:
return
speed_counter += delta
while speed_counter > active_speed and revealing and !DialogicUtil.autoload().paused:
speed_counter -= active_speed
continue_reveal()
func _on_meta_hover_started(_meta:Variant) -> void:
DialogicUtil.autoload().Inputs.action_was_consumed = true
func _on_meta_hover_ended(_meta:Variant) -> void:
DialogicUtil.autoload().Inputs.action_was_consumed = false
func _on_meta_clicked(_meta:Variant) -> void:
DialogicUtil.autoload().Inputs.action_was_consumed = true
## Handle mouse input
func on_gui_input(event:InputEvent) -> void:
DialogicUtil.autoload().Inputs.handle_node_gui_input(event)