First work on dialogic, resized guild, and started implementing portraits.
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@tool
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extends DialogicPortrait
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enum Faces {BASED_ON_PORTRAIT_NAME, NEUTRAL, HAPPY, SAD, JOY, SHOCK, ANGRY}
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@export var emotion: Faces = Faces.BASED_ON_PORTRAIT_NAME
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@export var portrait_width: int
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@export var portrait_height: int
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@export var alien := true
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var does_custom_portrait_change := true
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func _ready() -> void:
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$Alien.hide()
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# Function to accept and use the extra data, if the custom portrait wants to accept it
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func _set_extra_data(data: String) -> void:
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if data == "alien":
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$Alien.show()
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elif data == "no_alien":
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$Alien.hide()
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# This function can be overridden. Defaults to true, if not overridden!
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func _should_do_portrait_update(_character: DialogicCharacter, _portrait:String) -> bool:
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return true
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# If the custom portrait accepts a change, then accept it here
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func _update_portrait(_passed_character: DialogicCharacter, passed_portrait: String) -> void:
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for face in $Faces.get_children():
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face.hide()
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if emotion == Faces.BASED_ON_PORTRAIT_NAME:
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if 'happy' in passed_portrait.to_lower(): $Faces/Smile.show()
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elif 'sad' in passed_portrait.to_lower(): $Faces/Frown.show()
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elif 'joy' in passed_portrait.to_lower(): $Faces/Joy.show()
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elif 'shock' in passed_portrait.to_lower(): $Faces/Shock.show()
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elif 'angry' in passed_portrait.to_lower(): $Faces/Anger.show()
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else: $Faces/Neutral.show()
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else:
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if emotion == Faces.HAPPY: $Faces/Smile.show()
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elif emotion == Faces.SAD: $Faces/Frown.show()
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elif emotion == Faces.JOY: $Faces/Joy.show()
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elif emotion == Faces.SHOCK: $Faces/Shock.show()
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elif emotion == Faces.ANGRY: $Faces/Anger.show()
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else: $Faces/Neutral.show()
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$Alien.visible = alien
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func _set_mirror(is_mirrored: bool) -> void:
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if is_mirrored:
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self.scale.x = -1
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else:
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self.scale.x = 1
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## If implemented, this is used by the editor for the "full view" mode
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func _get_covered_rect() -> Rect2:
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# This will focus on the face.
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# return Rect2($Faces/Anger.position+$Faces.position, $Faces/Anger.get_rect().size*$Faces/Anger.scale*$Faces.scale)
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var size: Vector2 = $Body.get_rect().size
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var scaled_size: Vector2 = size * $Body.scale
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var position: Vector2 = $Body.position
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return Rect2(position, scaled_size)
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