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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@tool
## Layered portrait scene.
##
## The parent class has a character and portrait variable.
extends DialogicPortrait
## The term used for hiding a layer.
const _HIDE_COMMAND := "hide"
## The term used for showing a layer.
const _SHOW_COMMAND := "show"
## The term used for setting a layer to be the only visible layer.
const _SET_COMMAND := "set"
## A collection of all possible layer commands.
const _OPERATORS = [_HIDE_COMMAND, _SHOW_COMMAND, _SET_COMMAND]
static var _OPERATORS_EXPRESSION := "|".join(_OPERATORS)
static var _REGEX_STRING := "(" + _OPERATORS_EXPRESSION + ") (\\S+)"
static var _REGEX := RegEx.create_from_string(_REGEX_STRING)
var _initialized := false
var _is_coverage_rect_cached := false
var _cached_coverage_rect := Rect2(0, 0, 0, 0)
@export_group("Private")
## Attempts to fix the offset based on the first child node
@export var fix_offset := true
## Overriding [class DialogicPortrait]'s method.
##
## Load anything related to the given character and portrait
func _update_portrait(passed_character: DialogicCharacter, passed_portrait: String) -> void:
if not _initialized:
_apply_layer_adjustments()
_initialized = true
apply_character_and_portrait(passed_character, passed_portrait)
## Modifies all layers to fit the portrait preview and appear correctly in
## portrait containers.
##
## This method is not changing the scene itself and is intended for the
## Dialogic editor preview and in-game rendering only.
func _apply_layer_adjustments() -> void:
var coverage := _find_largest_coverage_rect()
var offset_fix := Vector2()
if fix_offset and get_child_count():
offset_fix = -get_child(0).position
if "centered" in get_child(0) and get_child(0).centered:
offset_fix += get_child(0).get_rect().size/2.0
for node: Node in get_children():
var node_position: Vector2 = node.position
node_position += offset_fix
node.position = _reposition_with_rect(coverage, node_position)
## Returns a position based on [param rect]'s size where Dialogic expects the
## scene part to be positioned at. [br]
## If the node has an offset or extra position, pass it as [param node_offset].
func _reposition_with_rect(rect: Rect2, node_offset := Vector2(0.0, 0.0)) -> Vector2:
return rect.size * Vector2(-0.5, -1.0) + node_offset
## Iterates over all children in [param start_node] and its children, looking
## for [class Sprite2D] nodes with a texture (not `null`).
## All found sprites are returned in an array, eventually returning all
## sprites in the scene.
func _find_sprites_recursively(start_node: Node) -> Array[Sprite2D]:
var sprites: Array[Sprite2D] = []
# Iterate through the children of the current node
for child: Node in start_node.get_children():
if child is Sprite2D:
var sprite := child as Sprite2D
if sprite.texture:
sprites.append(sprite)
var sub := _find_sprites_recursively(child)
sprites.append_array(sub)
return sprites
## A command will apply an effect to the layered portrait.
class LayerCommand:
# The different types of effects.
enum CommandType {
## Additively Show a specific layer.
SHOW_LAYER,
## Subtractively hide a specific layer.
HIDE_LAYER,
## Exclusively show a specific layer, hiding all other sibling layers.
## A sibling layer is a layer sharing the same parent node.
SET_LAYER,
}
var _path: String
var _type: CommandType
## Executes the effect of the layer based on the [enum CommandType].
func _execute(root: Node) -> void:
var target_node := root.get_node(_path)
if target_node == null:
printerr("Layered Portrait had no node matching the node path: '", _path, "'.")
return
if not target_node is Node2D and not target_node is Sprite2D:
printerr("Layered Portrait target path '", _path, "', is not a Sprite2D or Node2D type.")
return
match _type:
CommandType.SHOW_LAYER:
target_node.show()
CommandType.HIDE_LAYER:
target_node.hide()
CommandType.SET_LAYER:
var target_parent := target_node.get_parent()
for child: Node in target_parent.get_children():
if child is Sprite2D:
var sprite_child := child as Sprite2D
sprite_child.hide()
target_node.show()
## Turns the input into a single [class LayerCommand] object.
## Returns `null` if the input cannot be parsed into a [class LayerCommand].
func _parse_layer_command(input: String) -> LayerCommand:
var regex_match: RegExMatch = _REGEX.search(input)
if regex_match == null:
print("[Dialogic] Layered Portrait had an invalid command: ", input)
return null
var _path: String = regex_match.get_string(2)
var operator: String = regex_match.get_string(1)
var command := LayerCommand.new()
match operator:
_SET_COMMAND:
command._type = LayerCommand.CommandType.SET_LAYER
_SHOW_COMMAND:
command._type = LayerCommand.CommandType.SHOW_LAYER
_HIDE_COMMAND:
command._type = LayerCommand.CommandType.HIDE_LAYER
_SET_COMMAND:
command._type = LayerCommand.CommandType.SET_LAYER
## We clean escape symbols and trim the spaces.
command._path = _path.replace("\\", "").strip_edges()
return command
## Parses [param input] into an array of [class LayerCommand] objects.
func _parse_input_to_layer_commands(input: String) -> Array[LayerCommand]:
var commands: Array[LayerCommand] = []
var command_parts := input.split(",")
for command_part: String in command_parts:
if command_part.is_empty():
continue
var _command := _parse_layer_command(command_part.strip_edges())
if not _command == null:
commands.append(_command)
return commands
## Overriding [class DialogicPortrait]'s method.
##
## The extra data will be turned into layer commands and then be executed.
func _set_extra_data(data: String) -> void:
var commands := _parse_input_to_layer_commands(data)
for _command: LayerCommand in commands:
_command._execute(self)
## Overriding [class DialogicPortrait]'s method.
##
## Handling all layers horizontal flip state.
func _set_mirror(is_mirrored: bool) -> void:
for child: Node in get_children():
if is_mirrored:
child.position.x = child.position.x * -1
child.scale.x = -child.scale.x
## Scans all nodes in this scene and finds the largest rectangle that
## covers encloses every sprite.
func _find_largest_coverage_rect() -> Rect2:
if _is_coverage_rect_cached:
return _cached_coverage_rect
var coverage_rect := Rect2(0, 0, 0, 0)
for sprite: Sprite2D in _find_sprites_recursively(self):
var sprite_size := sprite.get_rect().size
var sprite_position: Vector2 = sprite.global_position-self.global_position
if sprite.centered:
sprite_position -= sprite_size/2
var sprite_width := sprite_size.x * sprite.scale.x
var sprite_height := sprite_size.y * sprite.scale.y
var texture_rect := Rect2(
sprite_position.x,
sprite_position.y,
sprite_width,
sprite_height
)
coverage_rect = coverage_rect.merge(texture_rect)
coverage_rect.position = _reposition_with_rect(coverage_rect)
_is_coverage_rect_cached = true
_cached_coverage_rect = coverage_rect
return coverage_rect
## Overriding [class DialogicPortrait]'s method.
##
## Called by Dialogic when the portrait is needed to be shown.
## For instance, in the Dialogic editor or in-game.
func _get_covered_rect() -> Rect2:
var needed_rect := _find_largest_coverage_rect()
return needed_rect