This commit is contained in:
2024-09-07 15:01:45 -07:00
parent fbaf698852
commit b470a9d2fe
116 changed files with 15968 additions and 24 deletions

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extends VBoxContainer
@export var dialogue_gdscript : GDScript = null
var dialogue_engine : DialogueEngine = null
@onready var animation_player : AnimationPlayer = find_child("LogAnimationPlayer")
func _ready() -> void:
dialogue_engine = dialogue_gdscript.new()
dialogue_engine.dialogue_started.connect(__on_dialogue_started)
dialogue_engine.dialogue_continued.connect(__on_dialogue_continued)
dialogue_engine.dialogue_finished.connect(__on_dialogue_finished)
dialogue_engine.dialogue_cancelled.connect(__on_dialogue_cancelled)
func _input(p_input_event : InputEvent) -> void:
if p_input_event.is_action_pressed(&"ui_accept"):
if not animation_player.is_playing():
dialogue_engine.advance()
else:
# Player is inpatient -- auto-advance the text
var animation_name : StringName = animation_player.get_current_animation()
var animation : Animation = animation_player.get_animation(animation_name)
animation_player.advance(animation.get_length()) # this will fire the animation_finished signal automatically
accept_event() # accepting input event here to stop it from traversing into into buttons possibly added through the interaction
func __on_dialogue_started() -> void:
print("Dialogue Started!")
func __on_dialogue_continued(p_dialogue_entry : DialogueEntry) -> void:
# Add the text to the log:
var label : RichTextLabel = RichTextLabel.new()
label.set_use_bbcode(true)
label.set_fit_content(true)
if p_dialogue_entry.has_metadata("author"):
var author : String = p_dialogue_entry.get_metadata("author")
label.set_text(" > " + author + ": " + p_dialogue_entry.get_formatted_text())
else:
label.set_text(" > " + p_dialogue_entry.get_formatted_text())
add_child(label, true)
# Setup the animation:
animation_player.stop(true) # internally some timers do not reset properly unless we do this
if not animation_player.has_animation_library(&"demo"):
var new_animation_library : AnimationLibrary = AnimationLibrary.new()
animation_player.add_animation_library(&"demo", new_animation_library)
var animation_library : AnimationLibrary = animation_player.get_animation_library(&"demo")
var animation : Animation = create_visible_characters_animation_per_character(label.get_text(), 0.045, true)
animation_player.set_root_node(label.get_path())
animation_library.add_animation(&"dialogue", animation)
animation_player.play(&"demo/dialogue")
# Setup the post dialogue callback
if p_dialogue_entry.has_metadata(&"get_player_name"):
animation_player.animation_finished.connect(__on_animation_finished.bind(__get_player_name), CONNECT_ONE_SHOT)
func __on_dialogue_finished() -> void:
print("Dialogue Finished! Exiting...")
get_tree().quit()
func __on_dialogue_cancelled() -> void:
print("Dialogue Cancelled! Exiting...")
get_tree().quit()
# Must return player name to update the variable within DialogueEngine
func __get_player_name() -> void:
# Get player name into the current stack:
var line_edit : LineEdit = LineEdit.new()
add_child(line_edit)
var p_data : Array = []
line_edit.text_submitted.connect(func(text : String) -> void:
p_data.push_back(text)
)
line_edit.grab_focus()
line_edit.set_placeholder("Enter your name.")
# Disable input processing by this node to avoid calling DialogueEngine.advance if the user presses space or enter
set_process_input(false)
await line_edit.text_submitted
line_edit.set_editable(false)
# Allow the user to progress the dialogue
set_process_input(true)
# Auto-advance the dialogue so the user does not have to press space or enter again
@warning_ignore("unsafe_property_access")
dialogue_engine.player_name = p_data[0]
dialogue_engine.advance()
func __on_animation_started(p_animation_name : StringName) -> void:
print("Animation started:", p_animation_name)
func __on_animation_finished(p_animation_name : StringName, p_post_dialogue_callback : Callable) -> void:
if p_animation_name == &"demo/dialogue":
p_post_dialogue_callback.call()
# Utility function to animate the text at a constant speed
func create_visible_characters_animation_per_character(p_text : String, p_time_per_character : float, p_instant_first_character : bool = false, p_time_whitespace : bool = false) -> Animation:
# Do initial calculations
var whitespace_regex : RegEx
if not p_time_whitespace or p_instant_first_character:
whitespace_regex = RegEx.new()
whitespace_regex.compile("\\s")
# Create animation and track
var animation : Animation = Animation.new()
var track_index : int = animation.add_track(Animation.TYPE_VALUE)
animation.track_set_path(track_index, ".:visible_characters")
animation.track_set_interpolation_type(track_index, Animation.INTERPOLATION_LINEAR)
# Configure keys
var total_time : float = 0.0
var total_visible_characters : int = 0
var whitespace_time_offset : float = 0.0
animation.track_insert_key(track_index, total_time, 0)
var total_animation_length : float = 0.0
for character : String in p_text:
total_time += p_time_per_character
total_visible_characters += 1
if not p_time_whitespace and whitespace_regex.sub(character, "", true).is_empty():
whitespace_time_offset += p_time_per_character
continue
total_animation_length = total_time - whitespace_time_offset
animation.track_insert_key(track_index, total_animation_length, total_visible_characters)
animation.set_length(total_animation_length)
if p_instant_first_character:
if animation.track_get_key_count(track_index) > 0:
# Shift all the keys back in time according to the time it took per character
for key_index : int in animation.track_get_key_count(track_index):
var key_time : float = animation.track_get_key_time(track_index, key_index)
animation.track_set_key_time(track_index, key_index, key_time - p_time_per_character)
animation.set_length(total_animation_length - p_time_per_character)
return animation