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@icon("node_next_indicator_icon.svg")
class_name DialogicNode_NextIndicator
extends Control
## Node that is shown when the text is fully revealed.
## The default implementation allows to set an icon and animation.
@export var enabled := true
## If true the next indicator will also be shown if the text is a question.
@export var show_on_questions := false
## If true the next indicator will be shown even if dialogic will autocontinue.
@export var show_on_autoadvance := false
## What animation should the indicator do.
@export_enum('bounce', 'blink', 'none') var animation := 0
var texture_rect : TextureRect
## Set the image to use as the indicator.
@export var texture : Texture2D = preload("res://addons/dialogic/Example Assets/next-indicator/next-indicator.png") as Texture2D:
set(_texture):
texture = _texture
if texture_rect:
texture_rect.texture = texture
@export var texture_size := Vector2(32,32):
set(_texture_size):
texture_size = _texture_size
if has_node('Texture'):
get_node('Texture').size = _texture_size
get_node('Texture').position = -_texture_size
var tween: Tween
func _ready():
add_to_group('dialogic_next_indicator')
# Creating TextureRect if missing
if not texture_rect:
var icon := TextureRect.new()
icon.name = 'Texture'
icon.ignore_texture_size = true
icon.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED
icon.size = texture_size
icon.position = -icon.size
add_child(icon)
texture_rect = icon
texture_rect.texture = texture
hide()
visibility_changed.connect(_on_visibility_changed)
func _on_visibility_changed():
if visible:
play_animation(animation, 1.0)
func play_animation(animation: int, time:float) -> void:
# clean up previous tween to prevent slipping
if tween:
tween.stop()
if animation == 0:
tween = (create_tween() as Tween)
var distance := 4
tween.set_parallel(false)
tween.set_trans(Tween.TRANS_SINE)
tween.set_ease(Tween.EASE_IN_OUT)
tween.set_loops()
tween.tween_property(self, 'position', Vector2(0,distance), time*0.3).as_relative()
tween.tween_property(self, 'position', - Vector2(0,distance), time*0.3).as_relative()
if animation == 1:
tween = (create_tween() as Tween)
tween.set_parallel(false)
tween.set_trans(Tween.TRANS_SINE)
tween.set_ease(Tween.EASE_IN_OUT)
tween.set_loops()
tween.tween_property(self, 'modulate:a', 0, time*0.3)
tween.tween_property(self, 'modulate:a', 1, time*0.3)