More work on dialogue, portraits, customizer and intro

This commit is contained in:
2025-09-18 09:14:54 -04:00
parent 82c630d668
commit 023e88b84e
80 changed files with 2117 additions and 141 deletions

View File

@@ -1,6 +1,6 @@
class_name AdventurerPortrait extends Control
var option_sets : Dictionary
var cv_lists : Array
func _ready() -> void:
@@ -8,9 +8,18 @@ func _ready() -> void:
cv_lists.resize(ColorVariant.Types.size())
for i in range(len(cv_lists)):
cv_lists[i] = []
for child in get_children():
add_color_variants(get_children())
for child : Control in get_children():
if child.get_child_count() > 0:
option_sets[child.name.to_lower()] = child
func add_color_variants(list : Array) -> void:
for child : Control in list:
if child is ColorVariant:
cv_lists[child.type].append(child)
if child.get_child_count() > 0:
add_color_variants(child.get_children())
func set_appearance(appearance) -> void:
set_color(ColorVariant.Types.HAIR, appearance.hair_color)
@@ -39,3 +48,13 @@ static func random_color(type : ColorVariant.Types) -> String:
func set_color(type : ColorVariant.Types, color : String) -> void:
for cv : ColorVariant in cv_lists[type]:
cv.set_color(color)
func flash_color_variants(node : Control, flashing : bool) -> void:
if node is ColorVariant:
node.flash(flashing)
for child in node.get_children():
flash_color_variants(child, flashing)
func flash_option(key : String, flashing : bool) -> void:
flash_color_variants(option_sets[key], flashing)