First work on dialogic, resized guild, and started implementing portraits.
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extends AnimationPlayer
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## A custom script/node that adds some animations to the textbox.
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# Careful: Sync these with the ones in the root script!
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enum AnimationsIn {NONE, POP_IN, FADE_UP}
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enum AnimationsOut {NONE, POP_OUT, FADE_DOWN}
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enum AnimationsNewText {NONE, WIGGLE}
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var animation_in: AnimationsIn
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var animation_out: AnimationsOut
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var animation_new_text: AnimationsNewText
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var full_clear := true
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func get_text_panel() -> PanelContainer:
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return %DialogTextPanel
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func get_dialog() -> DialogicNode_DialogText:
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return %DialogicNode_DialogText
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func _ready() -> void:
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var text_system: Node = DialogicUtil.autoload().get(&'Text')
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text_system.connect(&'animation_textbox_hide', _on_textbox_hide)
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text_system.connect(&'animation_textbox_show', _on_textbox_show)
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text_system.connect(&'animation_textbox_new_text', _on_textbox_new_text)
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text_system.connect(&'about_to_show_text', _on_about_to_show_text)
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var animation_system: Node = DialogicUtil.autoload().get(&'Animations')
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animation_system.connect(&'animation_interrupted', _on_animation_interrupted)
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func _on_textbox_show() -> void:
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if animation_in == AnimationsIn.NONE:
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return
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play('RESET')
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var animation_system: Node = DialogicUtil.autoload().get(&'Animations')
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animation_system.call(&'start_animating')
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get_text_panel().get_parent().get_parent().set(&'modulate', Color.TRANSPARENT)
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get_dialog().text = ""
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match animation_in:
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AnimationsIn.POP_IN:
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play("textbox_pop")
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AnimationsIn.FADE_UP:
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play("textbox_fade_up")
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if not animation_finished.is_connected(Callable(animation_system, &'animation_finished')):
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animation_finished.connect(Callable(animation_system, &'animation_finished'), CONNECT_ONE_SHOT)
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func _on_textbox_hide() -> void:
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if animation_out == AnimationsOut.NONE:
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return
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play('RESET')
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var animation_system: Node = DialogicUtil.autoload().get(&'Animations')
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animation_system.call(&'start_animating')
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match animation_out:
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AnimationsOut.POP_OUT:
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play_backwards("textbox_pop")
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AnimationsOut.FADE_DOWN:
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play_backwards("textbox_fade_up")
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if not animation_finished.is_connected(Callable(animation_system, &'animation_finished')):
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animation_finished.connect(Callable(animation_system, &'animation_finished'), CONNECT_ONE_SHOT)
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func _on_about_to_show_text(info:Dictionary) -> void:
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full_clear = !info.append
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func _on_textbox_new_text() -> void:
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if DialogicUtil.autoload().Inputs.auto_skip.enabled:
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return
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if animation_new_text == AnimationsNewText.NONE:
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return
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var animation_system: Node = DialogicUtil.autoload().get(&'Animations')
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animation_system.call(&'start_animating')
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if full_clear:
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get_dialog().text = ""
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match animation_new_text:
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AnimationsNewText.WIGGLE:
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play("new_text")
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if not animation_finished.is_connected(Callable(animation_system, &'animation_finished')):
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animation_finished.connect(Callable(animation_system, &'animation_finished'), CONNECT_ONE_SHOT)
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func _on_animation_interrupted() -> void:
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if is_playing():
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stop()
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