First work on dialogic, resized guild, and started implementing portraits.
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extends Control
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@onready var tail: Line2D = ($Group/Tail as Line2D)
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@onready var bubble: Control = ($Group/Background as Control)
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@onready var text: DialogicNode_DialogText = (%DialogText as DialogicNode_DialogText)
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# The choice container is added by the TextBubble layer
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@onready var choice_container: Container = null
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@onready var name_label: Label = (%NameLabel as Label)
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@onready var name_label_box: PanelContainer = (%NameLabelPanel as PanelContainer)
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@onready var name_label_holder: HBoxContainer = $DialogText/NameLabelPositioner
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var node_to_point_at: Node = null
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var current_character: DialogicCharacter = null
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var max_width := 300
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var bubble_rect: Rect2 = Rect2(0.0, 0.0, 2.0, 2.0)
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var base_position := Vector2.ZERO
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var base_direction := Vector2(1.0, -1.0).normalized()
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var safe_zone := 50.0
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var padding := Vector2()
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var name_label_alignment := HBoxContainer.ALIGNMENT_BEGIN
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var name_label_offset := Vector2()
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var force_choices_on_separate_lines := false
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# Sets the padding shader paramter.
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# It's the amount of spacing around the background to allow some wobbeling.
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var bg_padding := 30
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func _ready() -> void:
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reset()
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DialogicUtil.autoload().Choices.question_shown.connect(_on_question_shown)
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func reset() -> void:
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scale = Vector2.ZERO
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modulate.a = 0.0
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tail.points = []
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bubble_rect = Rect2(0,0,2,2)
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base_position = get_speaker_canvas_position()
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position = base_position
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func _process(delta:float) -> void:
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base_position = get_speaker_canvas_position()
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var center := get_viewport_rect().size / 2.0
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var dist_x := absf(base_position.x - center.x)
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var dist_y := absf(base_position.y - center.y)
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var x_e := center.x - bubble_rect.size.x
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var y_e := center.y - bubble_rect.size.y
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var influence_x := remap(clamp(dist_x, x_e, center.x), x_e, center.x * 0.8, 0.0, 1.0)
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var influence_y := remap(clamp(dist_y, y_e, center.y), y_e, center.y * 0.8, 0.0, 1.0)
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if base_position.x > center.x: influence_x = -influence_x
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if base_position.y > center.y: influence_y = -influence_y
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var edge_influence := Vector2(influence_x, influence_y)
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var direction := (base_direction + edge_influence).normalized()
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var p: Vector2 = base_position + direction * (
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safe_zone + lerp(bubble_rect.size.y, bubble_rect.size.x, abs(direction.x)) * 0.4
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)
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p = p.clamp(bubble_rect.size / 2.0, get_viewport_rect().size - bubble_rect.size / 2.0)
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position = position.lerp(p, 5 * delta)
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var point_a: Vector2 = Vector2.ZERO
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var point_b: Vector2 = (base_position - position) * 0.75
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var offset: Vector2 = Vector2.from_angle(point_a.angle_to_point(point_b)) * bubble_rect.size * abs(direction.x) * 0.4
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point_a += offset
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point_b += offset * 0.5
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var curve := Curve2D.new()
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var direction_point := Vector2(0, (point_b.y - point_a.y))
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curve.add_point(point_a, Vector2.ZERO, direction_point * 0.5)
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curve.add_point(point_b)
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tail.points = curve.tessellate(5)
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tail.width = bubble_rect.size.x * 0.15
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func open() -> void:
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set_process(true)
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show()
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text.enabled = true
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var open_tween := create_tween().set_parallel(true)
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open_tween.tween_property(self, "scale", Vector2.ONE, 0.1).from(Vector2.ZERO)
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open_tween.tween_property(self, "modulate:a", 1.0, 0.1).from(0.0)
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func close() -> void:
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text.enabled = false
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var close_tween := create_tween().set_parallel(true)
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close_tween.tween_property(self, "scale", Vector2.ONE * 0.8, 0.2)
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close_tween.tween_property(self, "modulate:a", 0.0, 0.2)
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await close_tween.finished
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hide()
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set_process(false)
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func _on_dialog_text_started_revealing_text() -> void:
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_resize_bubble(get_base_content_size(), true)
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func _resize_bubble(content_size:Vector2, popup:=false) -> void:
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var bubble_size: Vector2 = content_size+(padding*2)+Vector2.ONE*bg_padding
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var half_size: Vector2= (bubble_size / 2.0)
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bubble.pivot_offset = half_size
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bubble_rect = Rect2(position, bubble_size * Vector2(1.1, 1.1))
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bubble.position = -half_size
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bubble.size = bubble_size
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text.size = content_size
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text.position = -(content_size/2.0)
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if popup:
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var t := create_tween().set_ease(Tween.EASE_OUT).set_trans(Tween.TRANS_BACK)
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t.tween_property(bubble, "scale", Vector2.ONE, 0.2).from(Vector2.ZERO)
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else:
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bubble.scale = Vector2.ONE
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bubble.material.set(&"shader_parameter/box_size", bubble_size)
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name_label_holder.position = Vector2(0, bubble.position.y - text.position.y - name_label_holder.size.y/2.0)
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name_label_holder.position += name_label_offset
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name_label_holder.alignment = name_label_alignment
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name_label_holder.size.x = text.size.x
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func _on_question_shown(info:Dictionary) -> void:
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if !is_visible_in_tree():
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return
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await get_tree().process_frame
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var content_size := get_base_content_size()
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content_size.y += choice_container.size.y
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content_size.x = max(content_size.x, choice_container.size.x)
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_resize_bubble(content_size)
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func get_base_content_size() -> Vector2:
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var font: Font = text.get_theme_font(&"normal_font")
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return font.get_multiline_string_size(
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text.get_parsed_text(),
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HORIZONTAL_ALIGNMENT_LEFT,
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max_width,
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text.get_theme_font_size(&"normal_font_size")
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)
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func add_choice_container(node:Container, alignment:=FlowContainer.ALIGNMENT_BEGIN) -> void:
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if choice_container:
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choice_container.get_parent().remove_child(choice_container)
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choice_container.queue_free()
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node.name = "ChoiceContainer"
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choice_container = node
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node.set_anchors_preset(LayoutPreset.PRESET_BOTTOM_WIDE)
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node.grow_vertical = Control.GROW_DIRECTION_BEGIN
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text.add_child(node)
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if node is HFlowContainer:
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(node as HFlowContainer).alignment = alignment
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for i:int in range(5):
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choice_container.add_child(DialogicNode_ChoiceButton.new())
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if node is HFlowContainer:
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continue
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match alignment:
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HBoxContainer.ALIGNMENT_BEGIN:
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(choice_container.get_child(-1) as Control).size_flags_horizontal = SIZE_SHRINK_BEGIN
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HBoxContainer.ALIGNMENT_CENTER:
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(choice_container.get_child(-1) as Control).size_flags_horizontal = SIZE_SHRINK_CENTER
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HBoxContainer.ALIGNMENT_END:
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(choice_container.get_child(-1) as Control).size_flags_horizontal = SIZE_SHRINK_END
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for child:Button in choice_container.get_children():
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var prev := child.get_parent().get_child(wrap(child.get_index()-1, 0, choice_container.get_child_count()-1)).get_path()
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var next := child.get_parent().get_child(wrap(child.get_index()+1, 0, choice_container.get_child_count()-1)).get_path()
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child.focus_next = next
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child.focus_previous = prev
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child.focus_neighbor_left = prev
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child.focus_neighbor_top = prev
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child.focus_neighbor_right = next
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child.focus_neighbor_bottom = next
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func get_speaker_canvas_position() -> Vector2:
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if is_instance_valid(node_to_point_at):
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if node_to_point_at is Node3D:
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base_position = get_viewport().get_camera_3d().unproject_position(
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(node_to_point_at as Node3D).global_position)
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if node_to_point_at is CanvasItem:
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base_position = (node_to_point_at as CanvasItem).get_global_transform_with_canvas().origin
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return base_position
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