First work on dialogic, resized guild, and started implementing portraits.
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52
addons/dialogic/Modules/Choice/node_button_sound.gd
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52
addons/dialogic/Modules/Choice/node_button_sound.gd
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class_name DialogicNode_ButtonSound
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extends AudioStreamPlayer
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## Node that is used for playing sound effects on hover/focus/press of sibling DialogicNode_ChoiceButtons.
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## Sound to be played if one of the sibling ChoiceButtons is pressed.
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## If sibling ChoiceButton has a sound_pressed set, that is prioritized.
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@export var sound_pressed: AudioStream
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## Sound to be played on hover. See [sound_pressed] for more.
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@export var sound_hover: AudioStream
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## Sound to be played on focus. See [sound_pressed] for more.
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@export var sound_focus: AudioStream
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func _ready() -> void:
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add_to_group('dialogic_button_sound')
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_connect_all_buttons()
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#basic play sound
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func play_sound(sound) -> void:
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if sound != null:
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stream = sound
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play()
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func _connect_all_buttons() -> void:
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for child in get_parent().get_children():
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if child is DialogicNode_ChoiceButton:
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child.button_up.connect(_on_pressed.bind(child.sound_pressed))
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child.mouse_entered.connect(_on_hover.bind(child.sound_hover))
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child.focus_entered.connect(_on_focus.bind(child.sound_focus))
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#the custom_sound argument comes from the specifec button and get used
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#if none are found, it uses the above sounds
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func _on_pressed(custom_sound) -> void:
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if custom_sound != null:
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play_sound(custom_sound)
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else:
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play_sound(sound_pressed)
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func _on_hover(custom_sound) -> void:
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if custom_sound != null:
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play_sound(custom_sound)
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else:
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play_sound(sound_hover)
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func _on_focus(custom_sound) -> void:
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if custom_sound != null:
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play_sound(custom_sound)
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else:
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play_sound(sound_focus)
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