First work on dialogic, resized guild, and started implementing portraits.

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2025-08-14 10:26:24 -04:00
parent 95a7db036b
commit 3aeb3d44e6
959 changed files with 47688 additions and 46 deletions

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extends DialogicSubsystem
## Subsystem that manages portraits and portrait positions.
signal character_joined(info:Dictionary)
signal character_left(info:Dictionary)
signal character_portrait_changed(info:Dictionary)
signal character_moved(info:Dictionary)
## Emitted when a portrait starts animating.
#signal portrait_animating(character_node: Node, portrait_node: Node, animation_name: String, animation_length: float)
## The default portrait scene.
var default_portrait_scene: PackedScene = load(get_script().resource_path.get_base_dir().path_join('default_portrait.tscn'))
#region STATE
####################################################################################################
func clear_game_state(_clear_flag:=DialogicGameHandler.ClearFlags.FULL_CLEAR) -> void:
for character in dialogic.current_state_info.get('portraits', {}).keys():
remove_character(load(character))
dialogic.current_state_info['portraits'] = {}
func load_game_state(_load_flag:=LoadFlags.FULL_LOAD) -> void:
if not "portraits" in dialogic.current_state_info:
dialogic.current_state_info["portraits"] = {}
# Load Position Portraits
var portraits_info: Dictionary = dialogic.current_state_info.portraits.duplicate()
dialogic.current_state_info.portraits = {}
for character_path in portraits_info:
var character_info: Dictionary = portraits_info[character_path]
var character: DialogicCharacter = load(character_path)
var container := dialogic.PortraitContainers.load_position_container(character.get_character_name())
add_character(character, container, character_info.portrait, character_info.position_id)
change_character_mirror(character, character_info.get('custom_mirror', false))
change_character_z_index(character, character_info.get('z_index', 0))
change_character_extradata(character, character_info.get('extra_data', ""))
# Load Speaker Portrait
var speaker: Variant = dialogic.current_state_info.get('speaker', "")
if speaker:
dialogic.current_state_info['speaker'] = ""
change_speaker(load(speaker))
dialogic.current_state_info['speaker'] = speaker
func pause() -> void:
for portrait in dialogic.current_state_info['portraits'].values():
if portrait.node.has_meta('animation_node'):
portrait.node.get_meta('animation_node').pause()
func resume() -> void:
for portrait in dialogic.current_state_info['portraits'].values():
if portrait.node.has_meta('animation_node'):
portrait.node.get_meta('animation_node').resume()
func _ready() -> void:
if !ProjectSettings.get_setting('dialogic/portraits/default_portrait', '').is_empty():
default_portrait_scene = load(ProjectSettings.get_setting('dialogic/portraits/default_portrait', ''))
#region MAIN METHODS
####################################################################################################
## The following methods allow manipulating portraits.
## A portrait is made up of a character node [Node2D] that instances the portrait scene as it's child.
## The character node is then always the child of a portrait container.
## - Position (PortraitContainer)
## ---- character_node (Node2D)
## --------- portrait_node (e.g. default_portrait.tscn, or a custom portrait)
##
## Using these main methods a character can be present multiple times.
## For a VN style, the "character" methods (next section) provide access based on the character.
## - (That is what the character event uses)
## Creates a new [character node] for the given [character], and add it to the given [portrait container].
func _create_character_node(character:DialogicCharacter, container:DialogicNode_PortraitContainer) -> Node:
if container == null:
return null
var character_node := Node2D.new()
character_node.name = character.get_character_name()
character_node.set_meta('character', character)
container.add_child(character_node)
return character_node
## Changes the portrait of a specific [character node].
func _change_portrait(character_node: Node2D, portrait: String, fade_animation:="", fade_length := 0.5) -> Dictionary:
var character: DialogicCharacter = character_node.get_meta('character')
if portrait.is_empty():
portrait = character.default_portrait
var info := {'character':character, 'portrait':portrait, 'same_scene':false}
if not portrait in character.portraits.keys():
print_debug('[Dialogic] Change to not-existing portrait will be ignored!')
return info
# Path to the scene to use.
var scene_path: String = character.portraits[portrait].get('scene', '')
var portrait_node: Node = null
var previous_portrait: Node = null
var portrait_count := character_node.get_child_count()
if portrait_count > 0:
previous_portrait = character_node.get_child(-1)
# Check if the scene is the same as the currently loaded scene.
if (not previous_portrait == null and
previous_portrait.get_meta('scene', '') == scene_path and
# Also check if the scene supports changing to the given portrait.
previous_portrait._should_do_portrait_update(character, portrait)):
portrait_node = previous_portrait
info['same_scene'] = true
else:
if ResourceLoader.exists(scene_path):
var packed_scene: PackedScene = load(scene_path)
if packed_scene:
portrait_node = packed_scene.instantiate()
else:
push_error('[Dialogic] Portrait node "' + str(scene_path) + '" for character [' + character.display_name + '] could not be loaded. Your portrait might not show up on the screen. Confirm the path is correct.')
if !portrait_node:
portrait_node = default_portrait_scene.instantiate()
portrait_node.set_meta('scene', scene_path)
if portrait_node:
portrait_node.set_meta('portrait', portrait)
character_node.set_meta('portrait', portrait)
DialogicUtil.apply_scene_export_overrides(portrait_node, character.portraits[portrait].get('export_overrides', {}))
if portrait_node.has_method('_update_portrait'):
portrait_node._update_portrait(character, portrait)
if not portrait_node.is_inside_tree():
character_node.add_child(portrait_node)
_update_portrait_transform(portrait_node)
## Handle Cross-Animating
if previous_portrait and previous_portrait != portrait_node:
if not fade_animation.is_empty() and fade_length > 0:
var fade_out := _animate_node(previous_portrait, fade_animation, fade_length, 1, true)
var _fade_in := _animate_node(portrait_node, fade_animation, fade_length, 1, false)
fade_out.finished.connect(previous_portrait.queue_free)
else:
previous_portrait.queue_free()
return info
## Changes the mirroring of the given portrait.
## Unless @force is false, this will take into consideration the character mirror,
## portrait mirror and portrait position mirror settings.
func _change_portrait_mirror(character_node: Node2D, mirrored := false, force := false) -> void:
var latest_portrait := character_node.get_child(-1)
if latest_portrait.has_method('_set_mirror'):
var character: DialogicCharacter = character_node.get_meta('character')
var current_portrait_info := character.get_portrait_info(character_node.get_meta('portrait'))
latest_portrait._set_mirror(force or (mirrored != character.mirror != character_node.get_parent().mirrored != current_portrait_info.get('mirror', false)))
func _change_portrait_extradata(character_node: Node2D, extra_data := "") -> void:
var latest_portrait := character_node.get_child(-1)
if latest_portrait.has_method('_set_extra_data'):
latest_portrait._set_extra_data(extra_data)
func _update_character_transform(character_node:Node, time := 0.0) -> void:
for child in character_node.get_children():
_update_portrait_transform(child, time)
func _update_portrait_transform(portrait_node: Node, time:float = 0.0) -> void:
var character_node: Node = portrait_node.get_parent()
var character: DialogicCharacter = character_node.get_meta('character')
var portrait_info: Dictionary = character.portraits.get(portrait_node.get_meta('portrait'), {})
# ignore the character scale on custom portraits that have 'ignore_char_scale' set to true
var apply_character_scale: bool = not portrait_info.get('ignore_char_scale', false)
var transform: Rect2 = character_node.get_parent().get_local_portrait_transform(
portrait_node._get_covered_rect(),
(character.scale * portrait_info.get('scale', 1))*int(apply_character_scale)+portrait_info.get('scale', 1)*int(!apply_character_scale))
var tween: Tween
if character_node.has_meta('move_tween'):
if character_node.get_meta('move_tween').is_running():
time = character_node.get_meta('move_time')-character_node.get_meta('move_tween').get_total_elapsed_time()
tween = character_node.get_meta('move_tween')
tween.stop()
if time == 0:
character_node.position = transform.position
portrait_node.position = character.offset + portrait_info.get('offset', Vector2())
portrait_node.scale = transform.size
else:
if not tween:
tween = character_node.create_tween().set_parallel().set_ease(Tween.EASE_IN_OUT).set_trans(Tween.TRANS_SINE)
character_node.set_meta('move_tween', tween)
character_node.set_meta('move_time', time)
tween.tween_method(DialogicUtil.multitween.bind(character_node, "position", "base"), character_node.position, transform.position, time)
tween.tween_property(portrait_node, 'position',character.offset + portrait_info.get('offset', Vector2()), time)
tween.tween_property(portrait_node, 'scale', transform.size, time)
## Animates the node with the given animation.
## Is used both on the character node (most animations) and the portrait nodes (cross-fade animations)
func _animate_node(node: Node, animation_path: String, length: float, repeats := 1, is_reversed := false) -> DialogicAnimation:
if node.has_meta('animation_node') and is_instance_valid(node.get_meta('animation_node')):
node.get_meta('animation_node').queue_free()
var anim_script: Script = load(animation_path)
var anim_node := Node.new()
anim_node.set_script(anim_script)
anim_node = (anim_node as DialogicAnimation)
anim_node.node = node
anim_node.base_position = node.position
anim_node.base_scale = node.scale
anim_node.time = length
anim_node.repeats = repeats
anim_node.is_reversed = is_reversed
add_child(anim_node)
anim_node.animate()
node.set_meta("animation_path", animation_path)
node.set_meta("animation_length", length)
node.set_meta("animation_node", anim_node)
#if not is_silent:
#portrait_animating.emit(portrait_node.get_parent(), portrait_node, animation_path, length)
return anim_node
## Moves the given portrait to the given container.
func _move_character(character_node: Node2D, transform:="", time := 0.0, easing:= Tween.EASE_IN_OUT, trans:= Tween.TRANS_SINE) -> void:
var tween := character_node.create_tween().set_ease(easing).set_trans(trans).set_parallel()
if time == 0:
tween.kill()
tween = null
var container: DialogicNode_PortraitContainer = character_node.get_parent()
dialogic.PortraitContainers.move_container(container, transform, tween, time)
for portrait_node in character_node.get_children():
_update_portrait_transform(portrait_node, time)
## Changes the given portraits z_index.
func _change_portrait_z_index(character_node: Node, z_index:int, update_zindex:= true) -> void:
if update_zindex:
character_node.get_parent().set_meta('z_index', z_index)
var sorted_children := character_node.get_parent().get_parent().get_children()
sorted_children.sort_custom(z_sort_portrait_containers)
var idx := 0
for con in sorted_children:
con.get_parent().move_child(con, idx)
idx += 1
## Checks if [para, character] has joined the scene, if so, returns its
## active [DialogicPortrait] node.
##
## The difference between an active and inactive nodes is whether the node is
## the latest node. [br]
## If a portrait is fading/animating from portrait A and B, both will exist
## in the scene, but only the new portrait is active, even if it is not
## fully visible yet.
func get_character_portrait(character: DialogicCharacter) -> DialogicPortrait:
if is_character_joined(character):
var portrait_node: DialogicPortrait = dialogic.current_state_info['portraits'][character.resource_path].node.get_child(-1)
return portrait_node
return null
func z_sort_portrait_containers(con1: DialogicNode_PortraitContainer, con2: DialogicNode_PortraitContainer) -> bool:
if con1.get_meta('z_index', 0) < con2.get_meta('z_index', 0):
return true
return false
## Private method to remove a [param portrait_node].
func _remove_portrait(portrait_node: Node) -> void:
portrait_node.get_parent().remove_child(portrait_node)
portrait_node.queue_free()
## Gets the default animation length for joining characters
## If Auto-Skip is enabled, limits the time.
func _get_join_default_length() -> float:
var default_time: float = ProjectSettings.get_setting('dialogic/animations/join_default_length', 0.5)
if dialogic.Inputs.auto_skip.enabled:
default_time = min(default_time, dialogic.Inputs.auto_skip.time_per_event)
return default_time
## Gets the default animation length for leaving characters
## If Auto-Skip is enabled, limits the time.
func _get_leave_default_length() -> float:
var default_time: float = ProjectSettings.get_setting('dialogic/animations/leave_default_length', 0.5)
if dialogic.Inputs.auto_skip.enabled:
default_time = min(default_time, dialogic.Inputs.auto_skip.time_per_event)
return default_time
## Checks multiple cases to return a valid portrait to use.
func get_valid_portrait(character:DialogicCharacter, portrait:String) -> String:
if character == null:
printerr('[Dialogic] Tried to use portrait "', portrait, '" on <null> character.')
dialogic.print_debug_moment()
return ""
if "{" in portrait and dialogic.has_subsystem("Expressions"):
var test: Variant = dialogic.Expressions.execute_string(portrait)
if test:
portrait = str(test)
if not portrait in character.portraits:
if not portrait.is_empty():
printerr('[Dialogic] Tried to use invalid portrait "', portrait, '" on character "', DialogicResourceUtil.get_unique_identifier(character.resource_path), '". Using default portrait instead.')
dialogic.print_debug_moment()
portrait = character.default_portrait
if portrait.is_empty():
portrait = character.default_portrait
return portrait
#endregion
#region Character Methods
####################################################################################################
## The following methods are used to manage character portraits with the following rules:
## - a character can only be present once with these methods.
## Most of them will fail silently if the character isn't joined yet.
## Adds a character at a position and sets it's portrait.
## If the character is already joined it will only update, portrait, position, etc.
func join_character(character:DialogicCharacter, portrait:String, position_id:String, mirrored:= false, z_index:= 0, extra_data:= "", animation_name:= "", animation_length:= 0.0, animation_wait := false) -> Node:
if is_character_joined(character):
change_character_portrait(character, portrait)
if animation_name.is_empty():
animation_length = _get_join_default_length()
if animation_wait:
dialogic.current_state = DialogicGameHandler.States.ANIMATING
await get_tree().create_timer(animation_length).timeout
dialogic.current_state = DialogicGameHandler.States.IDLE
move_character(character, position_id, animation_length)
change_character_mirror(character, mirrored)
return
var container := dialogic.PortraitContainers.add_container(character.get_character_name())
var character_node := add_character(character, container, portrait, position_id)
if character_node == null:
return null
dialogic.current_state_info['portraits'][character.resource_path] = {'portrait':portrait, 'node':character_node, 'position_id':position_id, 'custom_mirror':mirrored}
_change_portrait_mirror(character_node, mirrored)
_change_portrait_extradata(character_node, extra_data)
_change_portrait_z_index(character_node, z_index)
var info := {'character':character}
info.merge(dialogic.current_state_info['portraits'][character.resource_path])
character_joined.emit(info)
if animation_name.is_empty():
animation_name = ProjectSettings.get_setting('dialogic/animations/join_default', "Fade In Up")
animation_length = _get_join_default_length()
animation_wait = ProjectSettings.get_setting('dialogic/animations/join_default_wait', true)
animation_name = DialogicPortraitAnimationUtil.guess_animation(animation_name, DialogicPortraitAnimationUtil.AnimationType.IN)
if animation_name and animation_length > 0:
var anim: DialogicAnimation = _animate_node(character_node, animation_name, animation_length)
if animation_wait:
dialogic.current_state = DialogicGameHandler.States.ANIMATING
await anim.finished
dialogic.current_state = DialogicGameHandler.States.IDLE
return character_node
func add_character(character:DialogicCharacter, container: DialogicNode_PortraitContainer, portrait:String, position_id:String) -> Node:
if is_character_joined(character):
printerr('[DialogicError] Cannot add a already joined character. If this is intended call _create_character_node manually.')
return null
portrait = get_valid_portrait(character, portrait)
if portrait.is_empty():
return null
if not character:
printerr('[DialogicError] Cannot call add_portrait() with null character.')
return null
var character_node := _create_character_node(character, container)
if character_node == null:
printerr('[Dialogic] Failed to join character to position ', position_id, ". Could not find position container.")
return null
dialogic.current_state_info['portraits'][character.resource_path] = {'portrait':portrait, 'node':character_node, 'position_id':position_id}
_move_character(character_node, position_id)
_change_portrait(character_node, portrait)
return character_node
## Changes the portrait of a character. Only works with joined characters.
func change_character_portrait(character: DialogicCharacter, portrait: String, fade_animation:="DEFAULT", fade_length := -1.0) -> void:
if not is_character_joined(character):
return
portrait = get_valid_portrait(character, portrait)
if dialogic.current_state_info.portraits[character.resource_path].portrait == portrait:
return
if fade_animation == "DEFAULT":
fade_animation = ProjectSettings.get_setting('dialogic/animations/cross_fade_default', "Fade Cross")
fade_length = ProjectSettings.get_setting('dialogic/animations/cross_fade_default_length', 0.5)
fade_animation = DialogicPortraitAnimationUtil.guess_animation(fade_animation, DialogicPortraitAnimationUtil.AnimationType.CROSSFADE)
var info := _change_portrait(dialogic.current_state_info.portraits[character.resource_path].node, portrait, fade_animation, fade_length)
dialogic.current_state_info.portraits[character.resource_path].portrait = info.portrait
_change_portrait_mirror(
dialogic.current_state_info.portraits[character.resource_path].node,
dialogic.current_state_info.portraits[character.resource_path].get('custom_mirror', false)
)
character_portrait_changed.emit(info)
## Changes the mirror of the given character. Only works with joined characters
func change_character_mirror(character:DialogicCharacter, mirrored:= false, force:= false) -> void:
if !is_character_joined(character):
return
_change_portrait_mirror(dialogic.current_state_info.portraits[character.resource_path].node, mirrored, force)
dialogic.current_state_info.portraits[character.resource_path]['custom_mirror'] = mirrored
## Changes the z_index of a character. Only works with joined characters
func change_character_z_index(character:DialogicCharacter, z_index:int, update_zindex:= true) -> void:
if !is_character_joined(character):
return
_change_portrait_z_index(dialogic.current_state_info.portraits[character.resource_path].node, z_index, update_zindex)
if update_zindex:
dialogic.current_state_info.portraits[character.resource_path]['z_index'] = z_index
## Changes the extra data on the given character. Only works with joined characters
func change_character_extradata(character:DialogicCharacter, extra_data:="") -> void:
if !is_character_joined(character):
return
_change_portrait_extradata(dialogic.current_state_info.portraits[character.resource_path].node, extra_data)
dialogic.current_state_info.portraits[character.resource_path]['extra_data'] = extra_data
## Starts the given animation on the given character. Only works with joined characters
func animate_character(character: DialogicCharacter, animation_path: String, length: float, repeats := 1, is_reversed := false) -> DialogicAnimation:
if not is_character_joined(character):
return null
animation_path = DialogicPortraitAnimationUtil.guess_animation(animation_path)
var character_node: Node = dialogic.current_state_info.portraits[character.resource_path].node
return _animate_node(character_node, animation_path, length, repeats, is_reversed)
## Moves the given character to the given position. Only works with joined characters
func move_character(character:DialogicCharacter, position_id:String, time:= 0.0, easing:=Tween.EASE_IN_OUT, trans:=Tween.TRANS_SINE) -> void:
if !is_character_joined(character):
return
if dialogic.current_state_info.portraits[character.resource_path].position_id == position_id:
return
_move_character(dialogic.current_state_info.portraits[character.resource_path].node, position_id, time, easing, trans)
dialogic.current_state_info.portraits[character.resource_path].position_id = position_id
character_moved.emit({'character':character, 'position_id':position_id, 'time':time})
## Removes a character with a given animation or the default animation.
func leave_character(character: DialogicCharacter, animation_name:= "", animation_length:= 0.0, animation_wait := false) -> void:
if not is_character_joined(character):
return
if animation_name.is_empty():
animation_name = ProjectSettings.get_setting('dialogic/animations/leave_default', "Fade Out Down")
animation_length = _get_leave_default_length()
animation_wait = ProjectSettings.get_setting('dialogic/animations/leave_default_wait', true)
animation_name = DialogicPortraitAnimationUtil.guess_animation(animation_name, DialogicPortraitAnimationUtil.AnimationType.OUT)
if not animation_name.is_empty():
var character_node := get_character_node(character)
var animation := _animate_node(character_node, animation_name, animation_length, 1, true)
if animation_length > 0:
if animation_wait:
dialogic.current_state = DialogicGameHandler.States.ANIMATING
await animation.finished
dialogic.current_state = DialogicGameHandler.States.IDLE
remove_character(character)
else:
animation.finished.connect(func(): remove_character(character))
else:
remove_character(character)
## Removes all joined characters with a given animation or the default animation.
func leave_all_characters(animation_name:="", animation_length:=0.0, animation_wait := false) -> void:
for character in get_joined_characters():
await leave_character(character, animation_name, animation_length, animation_wait)
## Finds the character node for a [param character].
## Return `null` if the [param character] is not part of the scene.
func get_character_node(character: DialogicCharacter) -> Node:
if is_character_joined(character):
if is_instance_valid(dialogic.current_state_info['portraits'][character.resource_path].node):
return dialogic.current_state_info['portraits'][character.resource_path].node
return null
## Removes the given characters portrait.
## Only works with joined characters.
func remove_character(character: DialogicCharacter) -> void:
var character_node := get_character_node(character)
if is_instance_valid(character_node) and character_node is Node:
var container := character_node.get_parent()
container.get_parent().remove_child(container)
container.queue_free()
character_node.queue_free()
character_left.emit({'character': character})
dialogic.current_state_info['portraits'].erase(character.resource_path)
func get_current_character() -> DialogicCharacter:
if dialogic.current_state_info.get('speaker', null):
return load(dialogic.current_state_info.speaker)
return null
## Returns true if the given character is currently joined.
func is_character_joined(character: DialogicCharacter) -> bool:
if character == null or not character.resource_path in dialogic.current_state_info['portraits']:
return false
return true
## Returns a list of the joined charcters (as resources)
func get_joined_characters() -> Array[DialogicCharacter]:
var chars: Array[DialogicCharacter] = []
for char_path: String in dialogic.current_state_info.get('portraits', {}).keys():
chars.append(load(char_path))
return chars
## Returns a dictionary with info on a given character.
## Keys can be [joined, character, node (for the portrait node), position_id]
## Only joined is included (and false) for not joined characters
func get_character_info(character:DialogicCharacter) -> Dictionary:
if is_character_joined(character):
var info: Dictionary = dialogic.current_state_info['portraits'][character.resource_path]
info['joined'] = true
return info
else:
return {'joined':false}
#endregion
#region SPEAKER PORTRAIT CONTAINERS
####################################################################################################
## Updates all portrait containers set to SPEAKER.
func change_speaker(speaker: DialogicCharacter = null, portrait := "") -> void:
for container: Node in get_tree().get_nodes_in_group('dialogic_portrait_con_speaker'):
var just_joined := true
for character_node: Node in container.get_children():
if not character_node.get_meta('character') == speaker:
var leave_animation: String = ProjectSettings.get_setting('dialogic/animations/leave_default', "Fade Out")
leave_animation = DialogicPortraitAnimationUtil.guess_animation(leave_animation, DialogicPortraitAnimationUtil.AnimationType.OUT)
var leave_animation_length := _get_leave_default_length()
if leave_animation and leave_animation_length:
var animate_out := _animate_node(character_node, leave_animation, leave_animation_length, 1, true)
animate_out.finished.connect(character_node.queue_free)
else:
character_node.get_parent().remove_child(character_node)
character_node.queue_free()
else:
just_joined = false
if speaker == null or speaker.portraits.is_empty():
continue
if just_joined:
_create_character_node(speaker, container)
elif portrait.is_empty():
continue
if portrait.is_empty():
portrait = speaker.default_portrait
var character_node := container.get_child(-1)
var fade_animation: String = ProjectSettings.get_setting('dialogic/animations/cross_fade_default', "Fade Cross")
var fade_length: float = ProjectSettings.get_setting('dialogic/animations/cross_fade_default_length', 0.5)
fade_animation = DialogicPortraitAnimationUtil.guess_animation(fade_animation, DialogicPortraitAnimationUtil.AnimationType.CROSSFADE)
if container.portrait_prefix+portrait in speaker.portraits:
portrait = container.portrait_prefix+portrait
_change_portrait(character_node, portrait, fade_animation, fade_length)
# if the character has no portraits _change_portrait won't actually add a child node
if character_node.get_child_count() == 0:
continue
if just_joined:
# Change speaker is called before the text is changed.
# In styles where the speaker is IN the textbox,
# this can mean the portrait container isn't sized correctly yet.
character_node.hide()
if not container.is_visible_in_tree():
await get_tree().process_frame
character_node.show()
var join_animation: String = ProjectSettings.get_setting('dialogic/animations/join_default', "Fade In Up")
join_animation = DialogicPortraitAnimationUtil.guess_animation(join_animation, DialogicPortraitAnimationUtil.AnimationType.IN)
var join_animation_length := _get_join_default_length()
if join_animation and join_animation_length:
_animate_node(character_node, join_animation, join_animation_length)
_change_portrait_mirror(character_node)
if speaker:
if speaker.resource_path != dialogic.current_state_info['speaker']:
if dialogic.current_state_info['speaker'] and is_character_joined(load(dialogic.current_state_info['speaker'])):
dialogic.current_state_info['portraits'][dialogic.current_state_info['speaker']].node.get_child(-1)._unhighlight()
if speaker and is_character_joined(speaker):
dialogic.current_state_info['portraits'][speaker.resource_path].node.get_child(-1)._highlight()
elif dialogic.current_state_info['speaker'] and is_character_joined(load(dialogic.current_state_info['speaker'])):
dialogic.current_state_info['portraits'][dialogic.current_state_info['speaker']].node.get_child(-1)._unhighlight()
#endregion
#region TEXT EFFECTS
####################################################################################################
## Called from the [portrait=something] text effect.
func text_effect_portrait(_text_node:Control, _skipped:bool, argument:String) -> void:
if argument:
if dialogic.current_state_info.get('speaker', null):
change_character_portrait(load(dialogic.current_state_info.speaker), argument)
change_speaker(load(dialogic.current_state_info.speaker), argument)
## Called from the [extra_data=something] text effect.
func text_effect_extradata(_text_node:Control, _skipped:bool, argument:String) -> void:
if argument:
if dialogic.current_state_info.get('speaker', null):
change_character_extradata(load(dialogic.current_state_info.speaker), argument)
#endregion