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

This commit is contained in:
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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[style]
type = "Layout Base"
name = "Textbubble Base"
author = "Dialogic"
description = "A base scene for the textbubble style. Expects a textbubble layer."
scene = "text_bubble_base.tscn"

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@tool
extends DialogicLayoutBase
## This layout won't do anything on its own
var bubbles: Array = []
var registered_characters: Dictionary = {}
@export_group("Main")
@export_range(1, 25, 1) var bubble_count: int = 2
func _ready() -> void:
if Engine.is_editor_hint():
return
DialogicUtil.autoload().Text.about_to_show_text.connect(_on_dialogic_text_event)
$Example/CRT.position = $Example.get_viewport_rect().size/2
if not has_node('TextBubbleLayer'):
return
if len(bubbles) < bubble_count:
add_bubble()
func register_character(character:Variant, node:Node):
if typeof(character) == TYPE_STRING:
var character_string: String = character
if character.begins_with("res://"):
character = load(character)
else:
character = DialogicResourceUtil.get_character_resource(character)
if not character:
printerr("[Dialogic] Textbubble: Tried registering character from invalid string '", character_string, "'.")
registered_characters[character] = node
if len(registered_characters) > len(bubbles) and len(bubbles) < bubble_count:
add_bubble()
func _get_persistent_info() -> Dictionary:
return {"textbubble_registers": registered_characters}
func _load_persistent_info(info: Dictionary) -> void:
var register_info: Dictionary = info.get("textbubble_registers", {})
for character in register_info:
if is_instance_valid(register_info[character]):
register_character(character, register_info[character])
func add_bubble() -> void:
if not has_node('TextBubbleLayer'):
return
var new_bubble: Control = get_node("TextBubbleLayer").add_bubble()
bubbles.append(new_bubble)
func _on_dialogic_text_event(info:Dictionary):
var bubble_to_use: Node
for bubble in bubbles:
if bubble.current_character == info.character:
bubble_to_use = bubble
if bubble_to_use == null:
for bubble in bubbles:
if bubble.current_character == null:
bubble_to_use = bubble
if bubble_to_use == null:
bubble_to_use = bubbles[0]
var node_to_point_at: Node
if info.character in registered_characters:
node_to_point_at = registered_characters[info.character]
$Example.hide()
else:
node_to_point_at = $Example/CRT/Marker
$Example.show()
bubble_to_use.current_character = info.character
bubble_to_use.node_to_point_at = node_to_point_at
bubble_to_use.reset()
if has_node('TextBubbleLayer'):
get_node("TextBubbleLayer").bubble_apply_overrides(bubble_to_use)
bubble_to_use.open()
## Now close other bubbles
for bubble in bubbles:
if bubble != bubble_to_use:
bubble.close()
bubble.current_character = null

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uid://b8sku3tbf1hoq

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[gd_scene load_steps=3 format=3 uid="uid://syki6k0e6aac"]
[ext_resource type="Script" path="res://addons/dialogic/Modules/DefaultLayoutParts/Base_TextBubble/text_bubble_base.gd" id="1_urqwc"]
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_70ljh"]
content_margin_left = 5.0
content_margin_top = 5.0
content_margin_right = 5.0
content_margin_bottom = 5.0
bg_color = Color(0, 0, 0, 0.654902)
[node name="TextBubbleHolder" type="CanvasLayer"]
script = ExtResource("1_urqwc")
[node name="Example" type="Control" parent="."]
visible = false
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
[node name="Label" type="RichTextLabel" parent="Example"]
layout_mode = 1
anchors_preset = 2
anchor_top = 1.0
anchor_bottom = 1.0
offset_left = 12.0
offset_top = -235.0
offset_right = 835.0
offset_bottom = -14.0
grow_vertical = 0
theme_override_styles/normal = SubResource("StyleBoxFlat_70ljh")
bbcode_enabled = true
text = "This is a fallback bubble, that is not actually connected to any character. In game use the following code to add speech bubbles to a character:
[color=darkgray]
var layout = Dialogic.start(timeline_path)
layout.register_character(character_resource, node)
[/color]
- [color=lightblue]character_resource[/color] should be a loaded DialogicCharacter (a .dch file).
- [color=lightblue]node[/color] should be the 2D or 3D node the bubble should point at.
-> E.g. [color=darkgray]layout.register_character(load(\"res://path/to/my/character.dch\"), $BubbleMarker)"
[node name="CRT" type="ColorRect" parent="Example"]
layout_mode = 0
offset_left = 504.0
offset_top = 290.0
offset_right = 540.0
offset_bottom = 324.0
rotation = 0.785397
color = Color(1, 0.313726, 1, 1)
[node name="Marker" type="Marker2D" parent="Example/CRT"]
position = Vector2(10.6066, 9.1924)